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Dwarf Fortress => DF Modding => Masterwork DF => Topic started by: Boltgun on January 13, 2015, 03:29:18 am

Title: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on January 13, 2015, 03:29:18 am
This is super obsolete and unstable. I don't recommend playing the succubus race or Masterwork DF at all.

(http://i.imgur.com/njgbEN0.png)

This thread is to discuss the renewal of the succubus mod.

The civ is intended to fill the void that recent updates of Dwarf Fortress brought to the demonic lore. It reintroduce creatures players have been previously met and offer the ability to recreate curious structures they encountered in their previous adventures.

The succubi now act as a player version of humanoid devils. They serve a major demon but their goals differ from goblins in that they aim to reshape the world for their master instead of pillaging whoever they can.

HELP NEEDED
If you have a fort under siege, I can use your save for testing purposes. I am looking for siegers (the enemy is idling around a campfire), ambushers (stinky elves sneaking around the map) and undeads. Thank you.
 
Incoming: Altar of nightmares
- Run effect that target invaders, your succubi or the entire site
- Support battles from the inside of your fort by making invaders crazy or reducing their stats
- Buff you succubi with good thoughts, better strength or fill gaps
- Drop fireballs from the sky!

Spoiler: Roadmap (click to show/hide)

Spoiler: Long term goals (click to show/hide)
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 13, 2015, 03:30:05 am
Quick description
The succubus civ can be played the same as dwarves, but their abilities and workshops is the occasion to try new strategies. This also the time to give up on well designed halls and build spires of impossible materials that connect the heavens to the darkest pits.


Buildings

¹: Requires magma (as you can see most buildings requires magma)

Special reactions

Materials

¹: If Meph introduce a candidate metal for this, I'll use it instead to avoid  cluttering the forge menu.

Pets
Low tier

Mid tier

High tier

¹ Will be brought by armies on invasions.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: IndigoFenix on January 13, 2015, 03:59:05 am
If the major bug is that nobles and dark fortresses don't mix, it's probably the CHAT_WORTHY token.  Only the main law giver can have this token for dark fortress civs.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 13, 2015, 04:47:50 am
It crashed with any position but perhaps CHAT_WORTHY was in fort mode positions. If I cannot have at least a leader, manager and captain, the game should be unplayable. If the wiki is right about dark fortresses, that would be a loss to not have those.

For reference this is the bug :
http://mail.bay12games.com/dwarves/mantisbt/view.php?id=6941
I'll try removing chat worthy on everyone and find out with 'leader' means truely.
And create a tyrant position dedicated on law making.

Goblins only have variable positions, meaning that the game create positions for them as needed.

There might be other issues as well. After removed positions and generated a world, I started an adventure and you cannot fast travel from a pit. Advs are expected to live in town instead, I guess.

The civ do spread well in tropical lands now with their orientation and biome settings. I'll move them in other lands if desert or tropical themed races are introduced.

- I adjusted chat worthy and law making, the world generates without a crash. And I have to say: Getting out of the dark pits is annoying. Are they supposed to be empty? With time I found that the dark fortresses are actually tiny towers, surrounded by empty trenches, not very exciting in comparison to fortified castle we used to find. Plus, as reported in the mantis, it's completely buggy, with all the population stuck on its ceiling, behind an hatch I cannot open. Trying to approach one destroys FPS.

- I am running in another issue : Babysnatcher is way too effective! The civ gets filled with humans almost every time. The succubi will be item thieves now.

- A crappy compromise to the difficult dark fortresses is to add CAVE_DETAILED on the liked sites. That way, with enough years of world gen, you can start an adventurer in an hill of a dwarven style fort. I'll remove that once the pits properly place its residents.

Otherwise, I have been reviewing descriptions. The personality tends to be quite long, so it has been simplified a bit. On the other hands there are descriptions about horns, tails that never show up. For fun I added feathering too but again those are not showing up yet.

Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 14, 2015, 03:38:38 am
I have an important question, how can you call something made by succubi?

For orcs, you have 'orcish' but for succubi, is it's 'succubish', 'succubic', plain 'succubi'?
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: than402 on January 14, 2015, 03:40:02 am
succubic sounds better
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: vjmdhzgr on January 14, 2015, 03:44:02 am
I think succubi is good. Succubic doesn't sound like a word, and there's plenty of adjectives that are just the creature's name. Humans and goblins for example so it's not like it's out of place.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: IndigoFenix on January 14, 2015, 03:53:16 am
Demonic?

Also, the civ probably gets filled with humans because of succubi's low breeding rate.  Only one in ten pairs can marry and have children due to the population ratios, so they breed ten times slower than other races.  Naturally, the descendants of the children they capture will overwhelm them.  Maybe balance out the gender ratio and change the race from 'succubi' to just 'demons'?

If they are item thieves, they will be enemies of orcs and allies of kobolds.  Just something to keep in mind.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Talanic on January 14, 2015, 06:40:50 am
Well, if you want to go with the corruption theme, would it be possible to have all the captured races only produce more succubi - or perhaps cambions or generic intermediate demons, whose offspring are then succubi?  If it wouldn't probably mess up worldgen, I'd even suggest having succubi be sterile.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Desimus on January 14, 2015, 07:56:48 am
I have an important question, how can you call something made by succubi?

For orcs, you have 'orcish' but for succubi, is it's 'succubish', 'succubic', plain 'succubi'?

Well they are Demons, lust demons at that so "Lustful"?. It would fit if you are going to add the temples to the 7 D.sins "Wrath sword" "Sword of wrath" "Lust sword" "Sword of lust" etc, but im sure that would be to many names :) .
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on January 14, 2015, 08:11:07 am
I have to agree with demonic.

Even if people dislike the newly introduced Succubus-theme, they can still get the items/armor etc that fit the DF theme. Demonic armor. Demonic meat. Sounds fine to me.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 14, 2015, 08:14:33 am
Well, if you want to go with the corruption theme, would it be possible to have all the captured races only produce more succubi - or perhaps cambions or generic intermediate demons, whose offspring are then succubi?  If it wouldn't probably mess up worldgen, I'd even suggest having succubi be sterile.

This cannot be done unfortunately, humans reproduce with humans for more humans. Idealy, all the prisoners would be corrupted upon joining the civ but there is no way to do that atm.

I'll try tweaking with gender ratios and birth, we'll see how it goes.

I have an important question, how can you call something made by succubi?

For orcs, you have 'orcish' but for succubi, is it's 'succubish', 'succubic', plain 'succubi'?

Well they are Demons, lust demons at that so "Lustful"?. It would fit if you are going to add the temples to the 7 D.sins "Wrath sword" "Sword of wrath" "Lust sword" "Sword of lust" etc, but im sure that would be to many names :) .

I tried doing that,but it's difficult to gather content and purpose to 7 workshops that are not living in the DF cannon. In the end I grouped it in the temple of sin.

Okay for demonic as the generic race name, I'll keep the main castes succubus/incubus. That suits better the fact that the race ends as a mix of different species over time.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on January 14, 2015, 08:24:10 am
Oh wait what, race name?

I thought you were talking about adjectives.  :o Like Succubus:Succubi:demonic.

I shouldnt skim threads so much.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 14, 2015, 08:30:29 am
Oh wait what, race name?

I thought you were talking about adjectives.  :o Like Succubus:Succubi:demonic.

I shouldnt skim threads so much.

Oh, I went a bit far. I thought you mean for the whole line: Demon:Demons:Demonic, but now that we put it that way your proposal is the best one.

I managed to embark on a slade spire and explore it. It dropped my FPS to 2 too.  ;)
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on January 14, 2015, 08:40:39 am
In the mod with 34.11 or the new one? Because that old 2000-4000 undeads shouldnt happen in the new version.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 14, 2015, 09:05:36 am
In the mod with 34.11 or the new one? Because that old 2000-4000 undeads shouldnt happen in the new version.

In the new one. I could study its content and it looked like a nice place to live (or not).
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: IndigoFenix on January 14, 2015, 09:12:04 am
Well, the species name/adjective is used for the materials and most things related to them aside from the individual creatures themselves.

If the species NAME is demon:demons:demonic, and the CASTE_NAME is succubus:succubi:succubus, demonic will be used to refer to their body materials/civilizations/etc.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 14, 2015, 09:36:42 am
Then succubus:succubi:demonic should be a good compromise. The embark screen will remain simple and ingame their production and settlement will be named 'demonic'.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: IndigoFenix on January 14, 2015, 10:10:37 am
Sometimes the species name (not adjective) is used, though.  It's a little weird.

I guess it really depends on whether you want the race to be generic demons of both genders, or skewed toward female as it is now.  It's all a question of atmosphere and tone (well, that and reproduction speed).
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 14, 2015, 10:38:45 am
If I can keep it skewed towards females I'd prefer. I like the idea of having a race shown with its female gender by default in comparison to dwarves. (plus somehow I get forts filled with kids with a normal race)

I'll do some science on babysnatching but I am sure that the succubi bred a lot in 0.34, having less breeding couples led each one to have five time the kids and in the end I had to cull their max numbers. Obviously, the goblins did not get as much bugfixing as humans and dwarves, seeing how much bugs I found.

Edit: The big difference for gobbos is that their NO_EAT and NO_DRINK tags cause the world gen to pop thousands of them. Removing those tags culls 75% of their population. Giving this to succubi might make the game too easy.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: IndigoFenix on January 14, 2015, 10:40:50 am
An idea: It would be cool if you could extract a creature's actual soul data using a script, instead of using extra butcher objects like the old version did.  I'm not sure how you would store it, though... perhaps you could create an item and then store a reference to the soul's owner as the item's creator.  Then you could use the item to do things based on the personality of the soul.  Warlocks and other soul-using races could make use of this script as well.

EDIT: Here's another thing to look out for that will affect populations: orientation.  If that one incubus is gay, non-committal, or asexual, he won't be having children.
Here's an idea: instead of using gender ratios, fine-tune the population using orientation.  Make both genders have a high rate of taking lovers of either sex, and adjust the population based on rate of marriage.  Lots of sleeping around, few committal relationships and children.  Makes sense for lust demons, don't you think?
Just because the 'default' demon is female doesn't mean that incubi have to actually be less common.  Dwarves are split 50/50, after all.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 14, 2015, 11:14:41 am
Now that you mention, I may have screwed up orientations too assuming that they'd try and have kids without marriage, being french and all...

I don't believe that you can assign a soul to an item but perhaps a key/value table can be stored. Then a reaction can lead a succubus into eating souls, getting a small boost in attributes but also 20% of it's experience, personality changes and even incoherent thoughts doing so (and fat). It can go beyond evil, by eating your own succubi souls to salvage a legendary skill.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: IndigoFenix on January 14, 2015, 11:28:09 am
Now that you mention, I may have screwed up orientations too assuming that they'd try and have kids without marriage, being french and all...

I don't believe that you can assign a soul to an item but perhaps a key/value table can be stored. Then a reaction can lead a succubus into eating souls, getting a small boost in attributes but also 20% of it's experience, personality changes and even incoherent thoughts doing so (and fat). It can go beyond evil, by eating your own succubi souls to salvage a legendary skill.

You can't assign a soul to an item, but you can assign a creator to an item (or owner, but the owner can change so that wouldn't work).  If you replace the creator ID with the 'extracted' unit's ID after creating the item, the reaction that uses the soul can make a callback to the item's 'creator' ID and run a search for the unit with that ID.  They should still retain their soul reference even when dead, so the reaction can read its data.

You could use a persistent key/value table, but keeping all the variables stored in-game just seems neater (and would be easier to integrate with scripts used by other races).  Whichever works, I suppose.

Acquiring the skills and thoughts of the soul by eating it...that's perfect.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 14, 2015, 11:52:28 am
Ah yes the creator field can be used, that save us headaches. I wonder if DF even track such info for butchered items and itemcorpses.

To help sorting and managing, souls with lots of skills would get a quality level.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Weirdsound on January 14, 2015, 01:21:20 pm
Question: How many test worlds have you made, and how long have you let them run, regarding the issue in which other races take over Succubi society? If you havn't run more than two or three worlds, you might have just gotten unlucky with a small sample size. If this problem only occurs after a few hundred years or so, the fix might just be suggesting a shorter history.

In general, I'd like to see these ladies keep their current trade partners, so a fix other than making the exclusively thieves would be preferable. Being exclusively thieves will also more or less ensure that they will never invade other races, no? Unless the player more or less intentionally feeds them stuff to steal...

I know somewhere there is a marriage and breeding sciences thread, and Toady changed alot of that stuff going into the new version. I'm not sure how much is open to the raws, and how much can effect world history as opposed to what just goes on at your fort, but it might be worth looking into.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Iazo on January 14, 2015, 01:22:33 pm
Are dark Succubae going to make a comeback?

I"ve always loved the gameplay no interrupted by pesky traders or immigrants!
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Rydel on January 14, 2015, 01:30:50 pm
For the issue of getting overrun by humans, perhaps you could also have them have multiple births more often.  Since they reproduce at roughly one-fifth the speed, having them be likely to have quintuplets should even things out.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Weirdsound on January 14, 2015, 01:39:26 pm
This sounds terrible, but sexual orientation is in the game now. A race with fewer males might see a more dramatic effect on their birthrate caused by some of their men preferring men.

Edit: If I remember correctly from the science thread on the matter, each individual has a separate field for preferred lover's gender and preferred spouses' gender. I'm not sure if the rates can be modded, but it may be prudent to make all fooccubi prefer opposite gendered spouses but have no preference for the gender of their lover.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 14, 2015, 02:09:06 pm
Orientation rates can be modded, I expected to run into issues with the gender ratio anyway and I think I got in wrong anyway. With some tweaking it can be fixed, I have many options and did not try them all.

On the orc thread I saw that you can require specific creatures for leadership so I can prevent humans from taking over. That will stay playable until

I tested on a couple of worlds with 5-125 years of history, it's a small sample so I'll do proper science and measure how the succubi fare and compare that with goblins. Perhaps it's bad luck or I did not gave it enough time. But considering the fps of the recent versions, I'll prioritize small short worlds.

Deep succubi won't be back but you can ask Meph for a no-trade option.

I'm also trying to add flavor in their descriptions, succubi would be born with tiny horns and tail and it would grow slowly, an elder succubus should have impressive horns. None of that is showing up for now.  :P
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: than402 on January 14, 2015, 02:12:31 pm
For the issue of getting overrun by humans, perhaps you could also have them have multiple births more often.  Since they reproduce at roughly one-fifth the speed, having them be likely to have quintuplets should even things out.

but then you'll have to deal with married couples giving birth to quintuplets basically every year in your dungeon... if you're lucky, you'll only get a couple of them, if you're unlucky you'll be overrun by demon babies :P

I'm also trying to add flavor in their descriptions, succubi would be born with tiny horns and tail and it would grow slowly, an elder succubus should have impressive horns. None of that is showing up for now.  :P

will they also have gore attacks?
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Weirdsound on January 14, 2015, 02:27:26 pm
Another thought that sprang into my mind; Once Toady has it set so that multi-race forts are a thing, you are going to want a reaction that allows resident non-succubi to self corrupt.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 15, 2015, 02:15:42 am
Another thought that sprang into my mind; Once Toady has it set so that multi-race forts are a thing, you are going to want a reaction that allows resident non-succubi to self corrupt.

Yes, ideally I'll make all characters who join the civ corrupted if there is a way to transform someone in a distant land.

I made a few tests on populations and there does not seem to be issues after all. In fact, goblins are way more overrun by foreigners in short world gen. I'll gather more numbers to confirm that before making a report but the game might simply be biased towards foreigners create interesting stories like cacame.

For security they'll be more interested in marriage and not just romance. That should secure the civ.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Loyal on January 15, 2015, 07:37:48 pm
Re: gender ratio. Perhaps you could implement a "breeding program" similar to what Kobolds have (albeit more limited/expensive). Or cook up a reaction that transforms corrupted beings into full Succubi.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on January 15, 2015, 07:45:17 pm
Note: He means the reaction I have in kobolds mode that instantly turns any female worker pregnant. You can even set how far advanced the pregnancy is (how much time passes till birth) and that is regardless of marriage status.

Kobolds that go into the breeding warren give insta-birth. Makes sense because they are adults when they are 1 year old, and die with 15 years. Not sure how useful it is for long living races.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Rydel on January 15, 2015, 07:47:53 pm
Since reactions aren't used during world-gen, any "breeding program" wouldn't fix the issue of them getting overrun by a slave group
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on January 15, 2015, 07:48:48 pm
Why again are POP_RATIOS not working?
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 16, 2015, 01:45:33 am
I generated more worlds and the issue does not seem to be caused by breeding.

Succubi civs tends to have 10% of foreigners at 125 years. This rises to 15-20% at 550 years, depending on luck. Goblins are showing similar numbers too depending of how many wars were won. You can conclude that the civs are not getting overrun. Without babysnatcher, the civs sits at around 10% of foreigners.

On a side note, goblins tend to snatch plenty of succubi.

So the issue that the game keeps picking foreigners for some reason, perhaps it tests attributes or personality and decided that humans are better suited to be leaders? Otherwise there may be issues for very long world gens that would not be much trouble as it will not break fort mode and the fps would be terrible anyway.

Adding creature token to positions fixes the issue, everything but the ruler are now of the right race.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on January 16, 2015, 04:50:01 am
Arent leaders picked by their social skills, like the mayor/exped leader?
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 16, 2015, 04:55:55 am
Arent leaders picked by their social skills, like the mayor/exped leader?

That's my conclusion, I guess humans are better with words.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 16, 2015, 12:07:16 pm
Implementing basic workshops, the floating glass furnace and the new slade drill are working. Both requires magma so I'd better get working on a way to spawn some.

(http://blog.devduweb.com/files/reports/sladedrill.png)

Visuals are temporary.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 20, 2015, 05:26:56 pm
I reimplemented the magma well along with a fixed feature.lua. This means that you can build wells using a soul.

If you use a soul straight from butchering, the well will break down after a while. But if you use a soul gem, it will stay indefinitely. Soul gems are not implemented yet but I'll be doing that next.

Here's an alpha of the civ for you to try. http://dffd.bay12games.com/file.php?id=7492, it will work in both vanilla and masterwork.  :P

Features added :
- The succubi
- Their civ
- Their armor and clothing
- A magma well
- The slade drill
- The floating glass furnace

On the tech side, I could not use reaction trigger in a separate script, this means that we have to collectively maintain an onLoad.init until I can figure how to use it from a lua file and not an init file.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on January 20, 2015, 05:44:11 pm
I think we should be using the same soul system.

I used crafts before, but the hourglass as craft will be gone in 40.x. It was based a bit on the lich myth of storing their souls in a phylactery, meaning they cant die until people destroyed it.

But with that gone, I might start using gems as soul containers in Warlock mode too. Does that sound good to you? ROUGH:NONE:NONE:NONE REACTION_CLASS:GEM + 1 SOUL = 1 SOUL GEM ?
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 20, 2015, 05:49:01 pm
Yes, that's almost what I used before, with cut gems instead of rough gem for a better control over what to use (there were fossils and stuff to avoid). There was also a second reaction using cut green glass in case you have a glass industry and wanted to preserve souls quickly.

We can use rough gems if you prefer, both are fine for me.

Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on January 20, 2015, 06:01:43 pm
Sounds good. And my mistake with the rough gems, I did mean cut ones. ^^
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: IndigoFenix on January 21, 2015, 02:32:29 am
Are we still using souls from butchery?  I thought succubi had a better method, using the Well of Souls?
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on January 21, 2015, 03:19:02 am
Well of souls takes it from sentient corpses, but what about animals?

I rather like the butchery option, it has no downsides. Civs that dont use souls just have them wither away, and its easy to set up.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 21, 2015, 03:47:37 am
Yes it has the butchery and the well of soul is a fill for sentient creatures since the succubi won't butcher them. This may change if we implement different civ options in the launcher.

It works on any corpse in the current version, so it also work on creatures too small to be butchered.

--

And now some technobabble. The magma well was the first migration towards DF2014 of a script. Eruption worked out of the box, but enabling magma workshop needed to fix featurelua.

The map features (did the player find the magma sea, the caverns, the circus?) were stocked in df.global.world.cur_savegame.map_features it is now in df.global.world.features.map_features. Otherwise they're the same.

I'm putting all the scripts I use in the succubus subfolder, unless it's a thing that you should also run in the dfhack terminal, it will make things feel less cluttered.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on January 21, 2015, 03:59:41 am
Making subfolders for the scripts is a good idea. Especially if there is one called "testing" and one called "buggy" :D
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: IndigoFenix on January 21, 2015, 04:15:31 am
The only reason the butchery option has no downsides is because a better option doesn't exist. :P

I have always wanted wanted to write a script that allows you to manipulate actual souls, but never had the excuse to do it.  Extract them, eat them, fuse them, store them, swap them, implant them, raise them as ghosts...
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 21, 2015, 04:45:25 am
The only reason the butchery option has no downsides is because a better option doesn't exist. :P

I have always wanted wanted to write a script that allows you to manipulate actual souls, but never had the excuse to do it.  Extract them, eat them, fuse them, store them, swap them, implant them, raise them as ghosts...

First thing to test is how a butchered item relates to its original creatures, is the link saved somewhere? Same for itemcorpses.

I'd like to remake the soul extracting reaction, it currently abuse a wagon mechanism, transformation and itemcorpse to remove a corpse and put an item instead. It creates odd legend events and engraving of 'Urist McDwarf is falling, this relates to Urist McDwarf's scuttling'. The falling part into hell is great, but I believe the scuttle verb may not relate on what we're trying to do.


Edit: Oh wow I missed this !
http://www.bay12forums.com/smf/index.php?topic=139553.msg5785661;topicseen#msg5785661

You can have script running on interaction usage and it support both attacker and defender ! This take away an issue I had with group phasing. :D
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: IndigoFenix on January 21, 2015, 05:11:03 am
I think it would be best to forgo the butchered souls entirely, once a better way of extracting them exists.  Run the whole thing from a Lua script.  Strangely enough, it might be easier to capture a soul from the place a creature died rather than taking it from the corpse...that's where the actual unit is.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 21, 2015, 08:35:06 am
If we play with events, perhaps we can spawn it upon the death of a creature, and only for races that use them.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on January 21, 2015, 09:32:34 am
If you can manage swapping souls and raising ghosts and extracting all this without changing raws, I wont say no. ;)

If not, I'd rather prefer a bug-free and less elegant raw-only solution.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 21, 2015, 11:15:48 am
That stuff is not very useful until I get into soul eating anyway.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: smakemupagus on January 21, 2015, 11:58:27 am
FWIW I'm not necessarily sure whether Orcs need to keep using souls, it would work just as well probably with vanilla objects (totems and stuff).  So if you are switching over to some scripting solution for succubi/warlocks don't worry about orcs.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on January 21, 2015, 12:34:06 pm
Dont you use all the scalps though? they are based on the same concept.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: smakemupagus on January 21, 2015, 12:46:46 pm
Dont you use all the scalps though? they are based on the same concept.

Souls and scalps were both a Rebalance Project thing.  I do like the use of War Standards as "currency" for the Warrior Society weapons, but if I had been the one to implement it, I would have used an existing object (totems) rather than scalps.

I like it well enough to have kept it since it works, (ed: and will definitely keep the general ideas of War Standards and allowing the Dreamwalkers to do their information gathering missions) but i'm not really attached to the specific way it's implemented.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on January 21, 2015, 01:00:08 pm
Ok, understood.

I'm generally for everything that doesn alter the vanilla creatures :)
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 21, 2015, 01:58:09 pm
Well duh, I thought that souls EBO were added and I redid the soul well. Ah well, at least it's ready.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: IndigoFenix on January 21, 2015, 02:34:22 pm
I'm currently experimenting with soul manipulation.  I'm going to try to make a system with a mostly warlocky flavor but if it works, parts of it will probably be a good springboard for a succubus version.

Siphoning souls from corpses, siphoning from live prisoners to turn them into zombies, storing the soul of a worker, eating souls, implanting a stored soul into a zombified unit, releasing stored souls as ghosts, seeking out unraised ghosts, raising ghosts, capturing ghosts, commanding ghosts, burning souls to make soul-charcoal, and of course eating souls to gain their skills will be the focus of the experiments.

The basis of the system will be using the creator id field of the soul gem items to store the id of the unit whose soul they contain.

EDIT: Did you know that there is already support for a single unit with multiple souls?  Evidently, Toady plans on having some multiple personality thing or something down the line.  But we can use it now.
EDIT2: Haha!  I thought removing a creature's soul would crash the game, but there seems to be support for it after all.  I removed a creature's soul in the Arena and then asked them how they were feeling.  They said "Uhh...".
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 21, 2015, 02:54:35 pm
Wow multiple personality would be fun. I might not use all these features as warlocks are more likely to command ghosts. Succubi would treat souls more as food, or a currency.

However this multiple souls would be fun to use, succubi would possess creatures from the safety of their dungeon and maybe outside of the site.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: IndigoFenix on January 21, 2015, 03:44:40 pm
Yeah, it would be cool.  I don't think that multiple personalities are actually supported yet, but a single unit can store as many souls as needed.  Only one is manifest at a time, but a script could be used to switch them.

Some soul things can be a little counterintuitive, though.  Thoughts are not contained in souls, but mental attributes, skills, preferences, and personality is.  Souls also have a species and caste identity, sexual orientation, a civ id, and a 'cultural identity' separate from the civ id, whatever that means.  Stress levels also seem to be contained in souls, which can prove...interesting for those who will habitually eat the souls of the creatures they tortured to death.

Cloning or swapping souls is actually a fairly simple matter of copying the entire soul over the target creature.  It seems that souls are simply elaborate data tables, not actual in-game objects.  I just implanted the soul of a female camel into a human male.  No obvious effects, except that he doesn't seem to be able to learn skills anymore.  Of course, I'm still in Arena Mode.  Things might get more interesting with creatures that actually belong to civilizations and such.

Maybe succubi could eat the powerful souls, and burn the unskilled ones into something to run their forges with?
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 21, 2015, 04:07:58 pm
Yes, one easy way to distinguish the soul's power would be to use item quality, a masterwork sould would from a powerful creature with legendary skills would a low quality was just an animal soul.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on January 21, 2015, 04:10:11 pm
This is certainly getting interesting. :D
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: IndigoFenix on January 21, 2015, 07:21:20 pm
Well, it seems that zombies do not, in fact, have souls.  Creatures can live without them, although they can't learn - experience is applied to whichever soul is active at the time.

Viewing soul-less civ members in fortress mode will, unfortunately, result in a 'text generation failed' error message.  This is less of a problem if they are actual zombies, I suppose, although controlling them could be an issue.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 22, 2015, 10:27:16 am
This is certainly getting interesting. :D

It's interesting to see that each race thread went on a specific feature of the game.  :P

Well, it seems that zombies do not, in fact, have souls.  Creatures can live without them, although they can't learn - experience is applied to whichever soul is active at the time.

Viewing soul-less civ members in fortress mode will, unfortunately, result in a 'text generation failed' error message.  This is less of a problem if they are actual zombies, I suppose, although controlling them could be an issue.

Perhaps civ members tries to access soul infos for personnality and culture and are always expected to have a soul. I'm curious how it will look for a corrupted member, will they keep their former civ culture or embrace their new ones? It's always surprising to see what they keep, like humans keeping their fear of darkness when they become devils.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: IndigoFenix on January 22, 2015, 11:36:19 am
Creatures who transform keep their own original souls, so presumably that would also apply to succubus transformations.

I've decided to try storing 'item-stored' souls in an abstract unit with a reference stored in a persistent variable.  It seemed neater than trying to store souls in creatures that presumably didn't have them, especially if there's going to be some kind of multiple-soul support.

I'm using a very weird experimental system that uses reaction ids as a kind of simple 'script'.  What it lacks in elegance, it makes up for with flexibility.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: chaosfiend on January 22, 2015, 04:58:21 pm
Yeah, it would be cool.  I don't think that multiple personalities are actually supported yet, but a single unit can store as many souls as needed.  Only one is manifest at a time, but a script could be used to switch them.

Some soul things can be a little counterintuitive, though.  Thoughts are not contained in souls, but mental attributes, skills, preferences, and personality is.  Souls also have a species and caste identity, sexual orientation, a civ id, and a 'cultural identity' separate from the civ id, whatever that means.  Stress levels also seem to be contained in souls, which can prove...interesting for those who will habitually eat the souls of the creatures they tortured to death.

Cloning or swapping souls is actually a fairly simple matter of copying the entire soul over the target creature.  It seems that souls are simply elaborate data tables, not actual in-game objects.  I just implanted the soul of a female camel into a human male.  No obvious effects, except that he doesn't seem to be able to learn skills anymore.  Of course, I'm still in Arena Mode.  Things might get more interesting with creatures that actually belong to civilizations and such.

Maybe succubi could eat the powerful souls, and burn the unskilled ones into something to run their forges with?

About this, especially concerning the devouring of souls by succubi. Would such things like the stress values possibly be 'digested', or, using more Hellish metaphor, 'burned out' by the succubi's  system?

Also, I've seen you say how every creature has a soul, barring undead. Would, as demons, Succubi and Clowns have souls? Or at least, would they have 'conventional souls' like every other living creature? Mythology from various cultures is a little back and forth on this, whether demons have no souls (They die and leave just a corpse, perhaps that quickly vanishes into the ether), or their souls are just corrupt perversions of the norm, (when they die, they leave a corpse and soul), or they themselves are souls in corporeal form (No corpse, just 'poofing' into a soul upon death). What's your take on how that would work in game terms, for Succibi, and Clowns if falling in the same category?
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Rydel on January 22, 2015, 06:54:53 pm
From what I'm reading, if they don't have souls, they can't improve their skills and don't have thoughts (or at least the player can't view their thoughts.)  This would be more of a technical issue than a flavor one.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: IndigoFenix on January 22, 2015, 07:27:12 pm
I think manipulating the systems already in the game would make the most sense.  Demons do indeed have souls, and quite powerful ones at that.  I imagine eating them would be a fast way to level up.

Although, strangely enough, creatures with NATURAL_SKILLs such as demons are not generated with actual experience points; only an effective skill level.  I'm not sure what that means practically, it could be that artificially boosted skills will not level up normally, you would have to actually reach that point in real experience before you could level up further.

Maybe when eating a soul, the creature could be boosted with a percentage of both their skill level and their experience level separately.  So nomming demon souls would let you reach level 10 fast, but you'd still have to go through the same amount of combat experience to actually reach legendary levels.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: vjmdhzgr on January 22, 2015, 08:07:48 pm
I think manipulating the systems already in the game would make the most sense.  Demons do indeed have souls, and quite powerful ones at that.  I imagine eating them would be a fast way to level up.

Although, strangely enough, creatures with NATURAL_SKILLs such as demons are not generated with actual experience points; only an effective skill level.  I'm not sure what that means practically, it could be that artificially boosted skills will not level up normally, you would have to actually reach that point in real experience before you could level up further.

Maybe when eating a soul, the creature could be boosted with a percentage of both their skill level and their experience level separately.  So nomming demon souls would let you reach level 10 fast, but you'd still have to go through the same amount of combat experience to actually reach legendary levels.
No to that NATURAL_SKILL thing. I've played fortresses with creatures that have natural skill. Kobolds in Masterwork even have them. I think gnomes, which you even designed have them too! In those cases they definitely start with that amount of experience. I've realized you might mean creatures that can't gain skill, but have natural skills. If that's the case then that's pretty interesting.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 23, 2015, 01:44:59 am
One thing to remember that the technical term 'soul' is only a data table to  store info that is not related to a body. It just happen to be called soul in the code because it's the data that is the closest of the perception of the essence of an human being. So rules like 'do x and y have a soul' does not apply, everything that need to use skills or emotions have a soul.

Likewise, for an optimization reason a natural skill creature might have it's experience set only after gaining xp because animals may have natural levels without ever gaining an experience point.

Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Sokengo on January 24, 2015, 12:32:59 am
Here a new system for souls that I have been thinking, after writing all of this I realized that this will affect the other races and probably should put this in the general theme but, oh well.

Separate the souls into four types, Tame Soul, Wild Soul, Pure Soul and Corrupted Soul
Tame Souls are from normal animals, they can be processing for cooking or trapped in gems for low tier rituals.
Wild Souls are from giant animals and most underground animals, they can be processing for cooking or trapped in gems for medium tier rituals.
Pure Souls are from sentient creatures, they can be processing for cooking or trapped in gems and they are used for most of your rituals
Corrupted Souls are from Megabeasts, Forgotten beast/Titan and HFS and can be trapped in gems for high tier rituals, they can't be eating but can be devour in the Temple of Sin for a stats buff.

Soul can either be "raw" that may disappear if you left them lying on the ground and can be used directly for rituals. "Processed" that are stored in barrels for food and need at least one other solid food to be prepared into meals. And "gem" that doesn't decompose and can be used in rituals and trade.

All Succubus receive a happy thought for eating souls, a buff in all learning skills and the possibility of becoming addicted to souls, Tame Souls having the lowest (3-5%?) and Corrupted Souls having the highest (50%?). When a Succubus become addicted to souls she will gain +250 in all body attributes, -250 in all soul attributes, except for Willpower and Kinesthetic Sense, and talented in one random combat skill and liar. She doesn't need food or sleep and will not claimed any room, when on a break she will seek and devour the soul of other sentient creatures that they catch sleeping. If you leave a Succubus devour to many souls she will become a random HFS unleashing FUN in your fortress.

All reactions that used souls have to be modified to accommodate to this system but a few reactions that I would like to specify are:
You can merge 5 Tame Souls into one Wild Soul and 5 Wild Souls into one Pure Soul in the Well of souls. You can also breaks one Corrupted Soul for 60 Tame Souls, 25 Wild Souls and 10 Pure Souls.
You can devour raw souls in the Temple of Sin for a stats buff but with a increase in the risk of addiction:
- Devour Tame Soul > 50 in a random body attribute
- Devour Wild Soul > 80 in a random body attribute
- Devour Pure Soul > 150 in all body attribute
- Devour Corrupted Soul > 350  in all body attribute
"Learn pheromones + entice" used one Corrupted soul.
The Temple of Fire has a new reaction called "Cleaning in Flames" that uses 10 Pure souls to remove addiction to souls, gives a permanent debuff in all attributes.
Summoning HFS only used one Corrupted Soul, they are pets that can't be trained for war or hunting and are always tame but they will devour the soul of any creature in a restraint or cage. You can make them like Plump Helmet Man for extra FUN.

This also gives a reason to go to the secret FUN for farming of Corrupt Souls or maybe you can create a means to trade prisoners and large amount of Pure Souls for Corrupt Souls only unlockable when you discover the secret FUN.

And finally I think the Megabeast Kennels should be a building only available for Succubus and Warlocks, fits more thematically, Succubus resurrect them with additional fire power and Warlocks with undead features.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Weirdsound on January 24, 2015, 01:12:55 am
I posted this in the Orc Thread awhile back, but it applies double to Succubi;

A player can cut sandstone/bassalt/whatever kind of common rock their map has into gem shapes, and then use them for all the fun reactions that call for cut gems. Needless to say, this makes getting all the good Gemtipped gear stupid easy, and allows players to make some rock objects that they can't make at the Mason Station, such as bins.

On the Orc thread I suggested using Raw Gems instead of cut for the reactions, but it was pointed out that this was an imperfect idea because it takes a step out and makes the items less labor intensive. I've since come up with another solution; Simply take the 'Gem Tipped' material out, and boost the combat properties of all the real gems to gem-tipped levels. This way players can still use sandstone or whatnot for lesser tasks such as containing souls or making boxes, but it will suck at making most weapons or armor. This idea has the pleasant side effect of making whatever gem artifacts a fort may come up with actually viable.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on January 24, 2015, 06:34:19 am
Weirdsound, that is the first idea I had, but there is a side-effect: Since there are no gem furnitures, ammos, weapons and armors, there are neither stockpile options, nor military uniform options for them.

The items would stay in the workshop, unused, except if you assign them to the military by hand, item by item.

You can still build gem furniture, but it would never be stockpiled.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 24, 2015, 12:15:00 pm
There is a GEM reaction class to distinguish gems from stone, I'm including this to prevent cut stone now.


There is some good ideas for soul eating mechanics, not sure how all of this is possible however.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 24, 2015, 05:33:15 pm
Good news, I ported the summoning system to 0.40 with a lot of improvements. Spawnunit has been modified to act as a library with a semi object behavior. You can set its parameters before asking it to place the units, including the number of copies of the creature you want to spawn, allowing to summon a several creatures in one go.

It also returns the created units in an array for your script to edit further, this allows to perform further actions without hacks.

Now I have to add the actual creatures to summon.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Weirdsound on January 24, 2015, 05:59:27 pm
Good news, I ported the summoning system to 0.40 with a lot of improvements. Spawnunit has been modified to act as a library with a semi object behavior. You can set its parameters before asking it to place the units, including the number of copies of the creature you want to spawn, allowing to summon a several creatures in one go.

It also returns the created units in an array for your script to edit further, this allows to perform further actions without hacks.

Now I have to add the actual creatures to summon.

While you are working on that, might you consider taking the Cotton Candy off the list of usable regents for summoning? It feels a bit strange using the mineral intended to separate the demons from the surface to summon more demons to the surface. :p
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 24, 2015, 06:33:26 pm
Good news, I ported the summoning system to 0.40 with a lot of improvements. Spawnunit has been modified to act as a library with a semi object behavior. You can set its parameters before asking it to place the units, including the number of copies of the creature you want to spawn, allowing to summon a several creatures in one go.

It also returns the created units in an array for your script to edit further, this allows to perform further actions without hacks.

Now I have to add the actual creatures to summon.

While you are working on that, might you consider taking the Cotton Candy off the list of usable regents for summoning? It feels a bit strange using the mineral intended to separate the demons from the surface to summon more demons to the surface. :p

Will do, it was intended to reduce the number of demons you could get but that price was too high when you get snow demons half of the time.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: IndigoFenix on January 26, 2015, 04:31:45 am
Hmm, thinking about turning souls into items, how exactly do you determine a soul's value?

A soul has two qualities to be evaluated, mental attributes and skill levels.  Mental attributes range between 0 and 5000.  Also, they are capped at double their default value at birth.  They can be averaged without a problem, but how do you translate their numbers into an item value?

With skills, it's even trickier: is a soul's value the sum total of all its experience?  Is being legendary in one skill enough to qualify a soul as 'masterwork quality'?  Is having their experience spread out among multiple skills valued the same as having it all in one skill?  Fighters tend to have many different skills, while crafters usually have only one, so should a soul who is an expert swordsman, armor user, fighter, and dodger be significantly more valuable than a Legendary Armorsmith?

Then there's the little issue that cats and the like are born legendary climbers, which boosts their value considerably.
It's also tricky because the value of quality levels are fixed.  All non-masterwork levels are a certain multiplier above the base quality (x1, x2, x3, x4, and x5), while masterwork items are x12.

I was thinking about using soul attributes as an item's base quality and using its skills as the decoration quality, while stress levels could be 'damage'.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 26, 2015, 07:44:59 am
Perhaps will can limit the skills used in this systems, removing misc skills such as climbing. Otherwise you will not have cats as pets eventually so that's not so big of an issue.

I wonder however if it's possible to add a prefix to items so we can see if it's a cat soul or an human soul.

Other skills for quality and attributes for values seems to be a good system. The specifics still need to be found out to prevent million worth of objects. But perhaps 1/100th the sum of attributes could be a value and one quality level for every 5 levels in the highest skill?

Edit : Added back a few creatures to summon, tentacle monsters are very VERY deadly with multiple graps/latching attacks, theuy receive a stab attack too to be closer then 40d demons. Orthi also do the same with their two heads and I am tempted to upgrade them into cerberi. Oh and pain elementals now sets fire everywhere as their sprite suggest. As for nahashes, they now spawn in batches of 3.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on January 26, 2015, 09:16:12 am
Maybe have normal dogs. Make ritual, transform into fireimmune 2headed Orthus. Make second ritual, transform into firebreathing, fireimmune 3headed Cerberus.

If Cerberi and Orthi don't breed (supernatural demon beings and all) then people have to choose between their dog kennels that multiply, or strong war beasts. And it would make it easier to embark with the cheaper, weaker normal dogs (closer to vanilla and therefore easier to understand), but you open up ways for late game tech with the pet upgrades in form of demonic possession (Orthi/Cerberi). :D
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 26, 2015, 09:27:45 am
Maybe have normal dogs. Make ritual, transform into fireimmune 2headed Orthus. Make second ritual, transform into firebreathing, fireimmune 3headed Cerberus.

If Cerberi and Orthi don't breed (supernatural demon beings and all) then people have to choose between their dog kennels that multiply, or strong war beasts. And it would make it easier to embark with the cheaper, weaker normal dogs (closer to vanilla and therefore easier to understand), but you open up ways for late game tech with the pet upgrades in form of demonic possession (Orthi/Cerberi). :D

Good idea, I can easily make castes for that. I'd like to keep the design of not using natural pets so you'd start with hellhounds, then orthi, then cerberi.

There will be peculiar chambers dedicated for pet upgrades and control. Those will be upgradeable into specialized chambers, I'll start with the 40d classics : frog demons, fire spirits and tentacle monster, I'll add one for the dogs.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on January 26, 2015, 09:30:07 am
Understood. :) But keep in mind that for different graphics (2 or 3 headed dogs) the castes wont work that well. They'd look the same.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 26, 2015, 09:41:59 am
Yes that would be a problem, but I'll think about it. I'll keep those as orthi until I can implement the workshops.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on January 29, 2015, 08:18:49 am
While I am unfolding data to bugfix spawnunit I am going to move on corruption and see if makeown suffers the same problem. If it goes well, I'll release that before summoning.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on February 01, 2015, 11:30:35 am
Quick changelog in alpha 0.0*4 :

Workshops
* Added the magma well and associated reactions.
* Added a forge heating reaction to the smelter, produces one coal and tire the worker.
* Added the slade drill (requires magma), produces slade blocks and boulder for free, uses the mining skill.
* Added the floating glass furnace (requires magma) for mass production of glass blocks and windows.

Succubi
* Updated the succubi for 0.40 with gaits, necks, personality, etc.
* Removed licking and kissing attacks in favor of biting and goring.
* Removed syndromes from saliva.
* Simplified and adjusted descriptors. Please notify me if you find horn descriptions.

Civilization
* Adjusted positions to allow a demonic master.
* Only succubi can access positions, besides monarch.
* Succubi now lives in dark fortresses, pits and [spoilers].
* Adjusted naming of things to make them stand out more.
* For now civ uses mundane pets.

Summoning
* The summoning system has been added but is currently disabled.
* Unfortunately saving and loading the game causes summoned units to go hostile. There is a very slim chance that it does not happen however, go figure.
* If you feel lucky can enable summoning by going into the entity_succubus.txt under dwarf fortress/raw/object folder and add a "[" to the line containing SUMMONING_PORTAL.

Misc
* Added orthus, nightmares, nahashes, pain elementals, frog demon, fire spirits, tentacle monsters.
* Added black roses to evil biomes

Known issues
* Caravans should still kidnap their own pets.
* Adv mode: You cannot fast travel out of pits and fps in dark fortress are generally crap.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on February 02, 2015, 07:05:43 pm
Since summoning will require more debugging, and the dfhack 0.40.24 r2 offer an occasion to better factorize scripts, I am skipping ahead towards corruption. Castes are already prepared, with new ones for orcs and gnomes to be transformed into.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Weirdsound on February 03, 2015, 12:46:26 am
Since summoning will require more debugging, and the dfhack 0.40.24 r2 offer an occasion to better factorize scripts, I am skipping ahead towards corruption. Castes are already prepared, with new ones for orcs and gnomes to be transformed into.

Out of curiosity, when MDF eventually moves to the new version that Toady is working on now with multi-race forts, do you plan on keeping corruption more or less the same? It would be cool if corrupted units were alternate castes of their original race, so that way they can use their original race tile set and players can tell who is what at a glance.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on February 03, 2015, 02:55:04 am
Since summoning will require more debugging, and the dfhack 0.40.24 r2 offer an occasion to better factorize scripts, I am skipping ahead towards corruption. Castes are already prepared, with new ones for orcs and gnomes to be transformed into.

Out of curiosity, when MDF eventually moves to the new version that Toady is working on now with multi-race forts, do you plan on keeping corruption more or less the same? It would be cool if corrupted units were alternate castes of their original race, so that way they can use their original race tile set and players can tell who is what at a glance.

The corruption system will stay. It will probably use the same system as the current one to not have to edit other creatures files.

Edit: Thanks to their values, the succubi now have a motto. "Why deny your heart's desires?"
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on February 07, 2015, 12:22:04 pm
Corruption is working! Somewhat.

Without the ablity to summon sieges at will I only tested in on goblin traders. I did not try that on 0.34 so I don't know how they acted there but when you corrupt traders, they stay at the depot and keep trading. Destroying the depot however cause the ones pulling an animal to join you while their pack beast goes berserk and disappear is pulled into a cage. The ones on the wagon and taken away by the wagon back to the civ, probably because neither the wagon and it's pullers joined you.

I need to figure out of how take units off wagons and maybe cancel the whole trading session. I'll keep playing until I get a siege to see if it works for them.

Oh and good news. After ordering a large eruption, succubi do path through magma when they really need to.

Edit : They cannot join positions, but military is okay. Now I have an undead siege.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on February 09, 2015, 03:06:31 am
I just released corruption for vanilla here (http://www.bay12forums.com/smf/index.php?topic=124135.msg6021343#msg6021343). You can install it in masterwork by deleting all the *masterwork_import.txt files before unzipping.

It's still experimental because I cannot pop sieges anytime. By the way if you could send me saves with sieges that would be neat. It does not matter what race is attacking or what version of mdf is running.

Anyway, try it and tell what do you think of this.  :P
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on February 09, 2015, 08:33:57 am
I just released corruption for vanilla here (http://www.bay12forums.com/smf/index.php?topic=124135.msg6021343#msg6021343). You can install it in masterwork by deleted all the *masterwork_import.txt files before unzipping.

It's still experimental because I cannot just pop sieges anytime. By the way if you could send me saves with sieges that would be neat. It does not matter what race is attacking or what version of mdf is running.

Anyway, try it and tell what do you think of this.  :P

Raise FPS to 500, microembark, flat area, no river, and spawn 100 adamantine items at the start. Sieges should come within 10-15 minutes, at least in 34.11 they did.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Weirdsound on February 10, 2015, 02:11:58 am
I havn't moved to the alpha yet, but in the most recent non-reborn version, I have noticed something funny about the Succubi; On the embark prep screen the have access to materials, such as Ironbone and Bloodsteel, that they shouldn't, and yet they can't get Gemtipped Stuff at embark. That may be something to look into going forward if possible.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on February 10, 2015, 02:23:46 am
That's normal, because gem-tipped is a rock, while ironbone is a metal. Its depends which material template is used in the raws.

You dont have obsidian swords at embark either, even if you have access to obsidian.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on February 10, 2015, 03:27:38 am
As a general rule, if a race can produce a bar or alloy, it's available at embark. The succubi received ironbone and bloodsteel to prevent them to fall too far in the arms race.

Gem tipped and obsidian does not follow this rule because you directly build them from a raw material instead of using bars.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on February 24, 2015, 05:44:52 pm
I just updated the vanilla version with scripts suited to dfhack r2. This version is lacking twbt but the ability to treat any script as a library and move them into the save folder is really helpful.

That way we'll be able to add corruption in the next release of MDF. It changed a lot internally and no longer use transformation.

By the way, does putting several reaction or script syndrome in the same inorganic or interaction work? Modtools seem to search them by their name and there does not seem to be issues about how we stock the syndromes. Keeping only one bogus item per plugin may be good for stability.

Still no progress on the hostile summons however, but at least some technical issues are our of the way.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on February 24, 2015, 10:32:48 pm
One inorganic with all syndromes works.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on February 25, 2015, 08:10:39 am
One inorganic with all syndromes works.

Nice, I'll make sure to consolidate them then.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on March 12, 2015, 03:57:02 am
I added a poll to decide if I should merge the keeper of secrets and attorney together.

The idea is that in 0.40 appraisers now drop their current task to go to the depot when asked, making trading much easier, so I wonder if you'd prefer to merge this responsibility with the existing manager/bookkeeper or if you'd rather keep those two separate.

While I'm reviewing responsibility, would you prefer long names or shorter ones? Ie. Warlady vs Lady of pain and Scribe vs Keeper of secrets?
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: than402 on March 12, 2015, 03:58:42 am
Personally, I like the long ones better
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on March 12, 2015, 10:37:38 am
Thematically the longer ones, from a cut-off-text-perspective the shorter ones. With the new Twbt in the new version that allows smaller text font tilesets, I'd stick to the longer names, as the cut-off problem should be a thing of the past.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: chaosfiend on March 12, 2015, 11:35:46 am
Longer text is much more interesting in my eyes.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on March 12, 2015, 03:18:33 pm
Okay for longer text, I'll seek more for existing positions too once we're decided on the keeper of secrets responsibilities.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: vjmdhzgr on March 12, 2015, 05:08:52 pm
I'd keep the responsibilities seperate because you can always just assign one succubus to multiple noble positions.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on March 15, 2015, 03:31:36 am
I'd split it up. More noble-names mean more unique flavor, more unique graphics, and allow more options ingame for roleplaying. Maybe make the trader someone who seduces peoples, instead of the "keeper of secrets" A trader is someone who interacts with others a lot, not a reclusive bookkeeper. ;)

Something with beguile or bewitch comes into mind...
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on March 23, 2015, 03:46:15 am
There is good arguments towards keeping the responsibilities separate but the vote tends towards merging the two roles... I'll need some time to decide.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on April 02, 2015, 12:13:00 pm
Some progress report: The keeper of secret will only do book keeping and management as before. I made an attempt to make corruption less of a hassle by uncaging automatically the corrupted creatures, and making merchant abandon their wagon. This requires some more testing and it's really hard to get invaders or merchants now.

Edit: Aha! I got inva... oh zombies again.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on April 05, 2015, 09:44:18 am
So far so good, corrupting merchants now cause their pack animals to join the fort as well, as to avoid berserk yaks. The ones sitting on their wagon now jump off, scuttling it in the process. Something similar has been done for caged enemies, so corruption will require less micromanagement, run the reaction and everyone will be at your meeting hall a minute later.

Something not taken care off here are the trading items still sitting there 'for trade'. For now you will get an announcement hinting that you must destroy the depot to seize the goods. The wagon pullers will still leave your site, but that's less confusing as you will still get a message about merchants going on their journey lets assume that they are sent back home as a 'thank you' note.

I'll test that on the next goblin caravan before making a release. There is also a quick attempt at uncaging corrupted invaders automaticaly so you won't need to play with mechanisms when doing so, but no one paid me a visit despite being at their doorstep.

Spawnunit is still wonky so I'll implement magic first because pasting the old reaction and syndromes should do the trick.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on April 15, 2015, 03:00:42 pm
Updated the MW patch : https://github.com/Devduweb/DF-succubus/releases/download/fooccubus-11.2/succubus_mw_11.2.7z

Unzip the archive in the Dwarf fortress folder (with the Dwarf Fortress.exe), overwriting files then generate a new world to update.

Enjoy!
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Rekov on April 23, 2015, 10:04:51 pm
What is the patch supposed to do exactly? I installed it as described and I was then unable to activate succubi as a fort race. I can still set them as active, but they become grayed out under both fort and adv.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Emperor on April 24, 2015, 01:38:43 am
What is the patch supposed to do exactly? I installed it as described and I was then unable to activate succubi as a fort race. I can still set them as active, but they become grayed out under both fort and adv.

I have the same issue...It is a bit strange, though - all the GUI tags are there, why aren't they working?
Maybe it has something to do with the file begin named "vanilla-patch", and perhaps it's not intended for use in MW?

P.S Tell, me, Boltgun - why always Foocubus?
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on April 24, 2015, 03:07:16 am
Try launching the game directly and generate a world. If you have no errorlog.text this should be fine. That'll be fixed in the next version.

Fooccubus was the I'd I originally used. It's no longer named this way in the files but I am keeping that on github for consistency.

Edit : Yes that was the wrong link, there you go : https://github.com/Devduweb/DF-succubus/releases/download/fooccubus-11.2/succubus_mw_11.2.7z
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Rekov on April 24, 2015, 04:51:03 am
I don't know how helpful it is to post this here: The link in the Manual is to the thread for the old version, not this thread (Manual packaged with MDF .40).


EDIT: Even with the new link, I still find myself unable to active fortress mode for succubi after installing the patch in the MDF launcher. I WAS however able to select them in fortress mode anyways. The patch does work, comrades, friends, brothers and sisters. It just has a slight visual glitch.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: eliandarkbrood01 on April 27, 2015, 01:14:22 am
Strange thing happened when I was making bone wheelbarrows at the bone carver's shop... Scheduled it once. No repeat or anything. Used up all of my bone(about 20) and made like 20 or so wheelbarrows... O.o Gonna try again when something else gets butchered.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Emperor on April 27, 2015, 01:52:36 am
Strange thing happened when I was making bone wheelbarrows at the bone carver's shop... Scheduled it once. No repeat or anything. Used up all of my bone(about 20) and made like 20 or so wheelbarrows... O.o Gonna try again when something else gets butchered.

That's how bone crafting works in v40. Toady "fixed" bone stacks bug this way - in v34, crafting used a full stack of bones for a single item.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: eliandarkbrood01 on April 27, 2015, 02:19:02 am
Well... Now i have more wheelbarrows than succubi... (-.-)  Yeah... I just switched from the old MW to the new one... and forgot to check the changes in vanilla DF...


Edit: Btw... I had a bit of a thought for you, Boltgun... For the summons, is it the summoning that makes them to go hostile after saving/loading or is it the animals themselves? If you add them to embark and start with them, what happens then when you save and load? That should tell you if its the summoning of the creature or if its the creature itself. (Trying to stimulate your mind, lol. I would try this myself but I won't be on my computer tomorrow as I will be out of town.)

Edit: Well... Trip is canceled so... I get to have a bit of !FUN! experimenting...
Btw a fix for your patch:
Spoiler (click to show/hide)

Oh... And where do i go to change the pets available on embark?
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on April 27, 2015, 07:23:47 am
Yes that's the new mechanic for bones on item per bone in the stack, bone industry is now super efficient. I'll leave to Meph to handle that as this is not a succubi special feature.

It's the summon that make them go hostile. Should you buy them at embark, they are fine. I tested by summoning dogs vs original dogs. I am watching over the various data to see what really differ but that's a needle in a haystack. I'll find out at some point.

To change the pets available, you need a special script called addPetToCiv, it is available in MDF 6.2 and need to be ported over MDF reborn. That should be easy.

And thank you for the fix, I'll add it asap.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on April 27, 2015, 08:10:39 am
I'll just raise the amount of bones needed per item. Currently it is 1 per item, because it was 1 stack per item, but now it's 1 bone per item. It's easy to rebalance.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: eliandarkbrood01 on April 27, 2015, 10:03:52 am
Ahh... Btw... Nahash's summon is screwed up (Throws an error: NAHASH NUM_5 NOT FOUND), tentacle monster summons 5 and continuing testing... And something I noticed with the summoned pets... They aren't tame in the pet menu. That could be whats causing your issue... Gonna scrub through the summon script to see if I can find anything.

Edit: Found the spot where it is supposed to domesticate, but I don't see anything wrong, unless "domesticated" is supposed to be something else...
Oh... and you may want to change the cost of tentacle monsters... 1 leather and 1 drink for 5 tentacle monsters, slaughter them and get 6 pieces of leather each. Lol.
I will continue experimenting and exploring files tomorrow. (in japan currently and its after midnight... :p)
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on April 27, 2015, 11:21:42 am
You're supposed to get only one tentacle monster but the nahash attempt stuck the script at 5 spawns. I'll fix that so it resets between summons. The current costs are placeholders since many of the items from the old MW have been removed.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on April 27, 2015, 07:16:22 pm
Wait, what? How do you do pet summonings without spawnunit? Resurrected/Transformed bodyparts/pets?
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: eliandarkbrood01 on April 27, 2015, 08:53:44 pm
He has the works in place for his summoning circle but just didn't have it enabled. I enabled it. He is using spawnunit in a script but I am attempting to debug his script and I think I may see the issue, but I am rusty on LUA... Give me a bit and I may have a fix for you.

Edit: Found some issues
Check the spoilers.

The hostile summons:
Spoiler (click to show/hide)

Going to test it myself this afternoon. Don't have time currently.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on April 28, 2015, 02:42:29 am
It seems that the script was updated but not the raws : Here are the latest version of everything, you can put that in your raw folder and try again in a new world.

Link : https://drive.google.com/file/d/0B8QFWS9tHkaaTmhpNGQ1aS1OQTA/view?usp=sharing

I tried debugging that again, comparing a pet bought at embark with a summoned one. One difference is that summoned pets are historical figures and bought ones are not. But after modifying spawnunit to create non historical pets, the bug remains.

I found one weird artifact : In relations, your 'natural' units have a mount_type set to a number that has nothing to do with mounts. I got a 24 on a succubus, and a 4 digits on a pet, while summoned one has -1 as intended. For info, mount_type should be set between -1 and 4 to say if a creature is riding a beast or pulling a wagon, so clearly there is something fishy going on.

Otherwise, I suspect that the issue lies outside the creature itself. Perhaps the game maintains a list of fort members somewhere and the creature must be added there.

Edit: I finally firgured out these values must be set on the unit:
    unit.enemy.anon_4 = -1
    unit.enemy.anon_5 = -1
    unit.enemy.anon_6 = -1

And it stays nice and tame on save reload. I need to clean up the script and add a couple of missing features and the summoning will be available out of the box.

Next up is AddPetToCiv to remove cats and dogs and replace them with fire imps and orthi.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on April 28, 2015, 08:04:39 pm
YES!

Quote
Next up is AddPetToCiv to remove cats and dogs and replace them with fire imps and orthi.
The only way to remove pets is to remove the pet or common_domestic tags from them. In Masterwork 6.2 I had no common_domestic pets at all, I individually added all pets by hand with AddPetToCiv.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Rekov on April 29, 2015, 06:33:57 am
This might be quite a silly question, but what the heck. Nightmares show up to me as red capital H, even though there's a graphic for them in the raws. Do I have something wrong, or is this currently a thing?
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on April 29, 2015, 07:06:40 am
It should be a thing, did you switch the graphic pack in the launcher?
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Rekov on April 29, 2015, 08:00:10 am
I don't think so. I changed the Color setting, but unless I did so accidentally, I didn't change any of the others.
(http://i.imgur.com/GyAj3Us.png)
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on April 29, 2015, 03:29:24 pm
I'll try with these asap and see if it deletes the creature graphics.

On the other hand the pet adding scripts works with a minimum of changes, it will be usable from onLoad.init instead of direct edition. I'll try playing a fort to see if caravan issues still happens.


Good news: Do you remember when using AddPullToCiv on an petless civ caused empty caravans? This does not happen anymore.
Good news 2: This fixes the dark fortresses bad fps in adv mode.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Rekov on April 30, 2015, 12:14:19 am
(http://i.imgur.com/9Z0LnE5.png)

I hope this helps.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on April 30, 2015, 12:15:35 am
Quote
Good news: Do you remember when using AddPullToCiv on an petless civ caused empty caravans? This does not happen anymore.
Good news 2: This fixes the dark fortresses bad fps in adv mode.
Even the caravans without wagon?

And how does it help the FPS?
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on April 30, 2015, 04:48:58 am
Ah, I did not test ones without wagons. So pack animals may still be empty. I'll try again.

Dark fortress are generated with an underground layer filled with trolls, thousands of them. Not giving succubi such creatures during the worldgen culls this (fairly ueseless) population, restoring FPS to sane levels.

There is probably no pet creature in succubi settlements, but that's ok. This can be inserted back if I go and fiddle with settlements during the game.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on May 03, 2015, 09:52:35 am
Here you go Update 12 with summoning working! Also, portals, gem cutting and archeology.

To update, first you must update to DFHACK R3. The current release uses R1. You can do that by heading to the dfhack thread (http://www.bay12forums.com/smf/index.php?topic=139553.0), downloading the latest version and extracting in the Dwarf Fortress folder, overwriting whatever it need to overwrite.

Then you can do the same with the patch. Download it by clicking on this handy link (https://github.com/Devduweb/DF-succubus/releases/download/fooccubus-12.0/succubus_mw_12.7z) then extracting it on the Dwarf Fortress subfolder.

See this post for more details on changes. (http://www.bay12forums.com/smf/index.php?topic=124135.msg6206390#new)

Now the technobabble. First, I have a weird bug on windows where some arguments in the summoning script are switched and misnamed. I'm sure it's a dfhack bug, but I might go back and recode it in a simpler way to avoid this. This probably means no more LUA_HOOK in the future.

AddPetToCiv (mount, pull...) have been updated to be used from the onLoad.init. I ported over the kobold pets already.

Edit: I dientified the issue with the nightmare graphics. The file in raw/graphics/boltgun_summon.txt is outdated, a new one is already included in the patch.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Rekov on May 04, 2015, 06:48:49 am
You're the best, Boltgun. Tack!!
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on May 08, 2015, 03:26:56 am
YES! I could hug you, if I knew where you lived. :P
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: eliandarkbrood01 on May 09, 2015, 10:05:47 am
Testing everything out in just a few mins... :) You are awesome man.  8)

Edit: Metalurgist forge needs iron cauldrons and they cannot be created. For anyone who wants the metalurgist (magma or regular) use the DFHack command createitem TOOL:ITEM_TOOL_CAULDRON IRON 2
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on May 11, 2015, 02:21:49 am
Ow I missed that, the cauldrons will be added asap.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: eliandarkbrood01 on May 11, 2015, 03:16:39 am
Hey, thats what I am here for. I tend to find small bugs in everything. Side note... Currently playing a game... Dug down an extra level in my fort for another area to dig out for nobles... straight into a cave. After a few minutes... A giant cave spider crawls out and attacks my smith at my magma forge. My smith and my Lady of Pain (without a weapon yet as the smith was working on my first blade whip) attack and spider attacked once, missing, and then dodged straight into magma. Win!
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on May 11, 2015, 05:23:29 am
Nice, good to see that they are still agile and slippery.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: eliandarkbrood01 on May 12, 2015, 06:08:12 am
Hmm... I just encountered "syndrome stone (succubus)" while mining...O.o Mining creates puffs of seemingly harmless smoke... Should I be concerned?


Side note: same miner from earlier was my last survivor... Waited for migrants.... next season: Undead.   Got her to get armor... and went out to meet them... DFmon only got a single dodge... telling me she dodged right into a cage trap. Wonderful way to have !FUN!

Side side note... : Orthi give birth to full grown orthi... O.o? Just got triplets and twins so I went to set up autobutcher, and No kids... a bunch of adults though...
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on May 12, 2015, 07:25:16 am
I'll check the orthi, for the stone you probably have a duplicate entry. As told in another thread it seems that changing tilesets causes that.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: eliandarkbrood01 on May 12, 2015, 07:58:30 am
I will look... but I never changed the tileset. And nahashes do it too.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on May 15, 2015, 02:16:05 am
I fixed the pets being borns as adults. Nahashes had this issues and frog demons as well. I also added cauldrons and made it a requirement for the floating glass furnace as well. This week end I'll review the summoning to avoid a potential issue and make a release.

Then I'll move on the next step that is powers. In 6.2 those were quite OP (see Nukeacitrus stream if you want to know what I mean), and while I would be hard to make fire less powerful, the powers will divided into major and minor ones to prevent the creation of supersuccubi.

A major power is a secret that will change the succubus title (pyromancer, courtesan, etc.). It provides a batch of interactions themed to a sphere and acquiring one should be a long work. A succubus can only have one secret and its choice is final. Ie. Fire (fireballs and jets), Lust (buffs according to moon phase and situations), Depravity (debuff enemies), Blight (noxious gases, sickness), etc.

Minor powers are additional moves that provides marginal advantages to the field. Ie. Berserk rage, battle excitement (buffs according to stress level), group phasing (teleports the succubus and her nearby squadmates to target), etc. Those will be cheaper to produce but will be limited to one per succubi so you can have a combo of a secret + one addon.

In addition I want to add some content for adv mode. Namely you will be able to write books about the powers and adventurers should be able to grab those to learn the moves. I hope to tie this to the knowledge system once it is released.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on May 18, 2015, 04:25:52 pm
There you go, all the bugfixes in one package. It also feature some technical changes that should solve some gotcha in making summoning work in MDF (and windows in general), also it fixes combusting caravans, again.

https://github.com/Devduweb/DF-succubus/releases/download/fooccubus-12.1/succubus-masterwork-12-1.7z

Remember, if you upgrade a fresh copy of masterwork reborn 0.6, remember to upgrade to dfhack r3.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on May 22, 2015, 10:58:24 am
Can I drag&drop this over the current 0.6 release, update dfhack, and release it?
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on May 22, 2015, 03:24:02 pm
Yes, you can.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Dramegno on May 23, 2015, 01:48:17 pm
I am making my first big mod and I would like to get a couple pointers before I dive into the magma sea. a part of the civ/caste that I want to do is have them assimilate into other civs and be able to have offspring in a similar style that it appears the succubi and the night trolls use but in reverse like a doppelganger if you will.
basically in short form this is what I want the mod creature to do.
be able to enter a map with migrant waves and/or separately
have them be able to get into relationships with the inhabitants
have offspring preferably half-breeds

basically any starting tips would be appreated.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on May 24, 2015, 11:06:43 am
I am making my first big mod and I would like to get a couple pointers before I dive into the magma sea. a part of the civ/caste that I want to do is have them assimilate into other civs and be able to have offspring in a similar style that it appears the succubi and the night trolls use but in reverse like a doppelganger if you will.
basically in short form this is what I want the mod creature to do.
be able to enter a map with migrant waves and/or separately
have them be able to get into relationships with the inhabitants
have offspring preferably half-breeds

basically any starting tips would be appreated.

What you describe can not be done. You can make a creature that does this, simulated with scripts and interactions, but you can not do a civ like this. What do you want to use them for? Play as their race, or have them as kinda-secretish invaders?

The later one does work, I do have something similar in the old Masterwork.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on May 24, 2015, 02:04:49 pm
To complete Meph's answer let's divide what you want to do and see what the game provides.

- Putting another creature inside a civ. Not possible, at least not until the tavern update. In a fort only your race will answer orders. It is possible to mix civ creature but for now it's only by having a civ of doppelganger that goes to war during world gen.

- Being able to enter with migrant waves: The only known ability that does this is vampirism. You'll need an interaction classified as a curse from gods, with spheres matching the civs. Then individuals will topple temples and become cursed in world gen. Interactions are quite supple, you can make them transform into the targetat some point. Then only creatures of your civ will enter the map under a fake identity.

- Being able to have relashionships, yes and at the same they'll fake some like they are vampires.

- Have half breed offsprings. Nope, no way to do that or I would have used that already. Creatures will only give birth to something of their race, using caste ratios. :P
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Dramegno on May 24, 2015, 08:38:52 pm
Is their any way to put some sort of requirement on the breeding ratios to make it that half-bloods only happen from inter-caste breeding?

Also is their a way to do the opposite of a curse like some sort of bestowed gift or do I have to treat it like a regular curse?
and if so is their a way to create some-sort of were-dwarf or equivalent and make it where a domesticated animal lets say a cat will spawn with a chance of having a were-dwarf curse, and not have it go beserk when it transforms or is that kind of reaction not possable.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on May 25, 2015, 12:46:20 am
Is their any way to put some sort of requirement on the breeding ratios to make it that half-bloods only happen from inter-caste breeding?

Also is their a way to do the opposite of a curse like some sort of bestowed gift or do I have to treat it like a regular curse?
and if so is their a way to create some-sort of were-dwarf or equivalent and make it where a domesticated animal lets say a cat will spawn with a chance of having a were-dwarf curse, and not have it go beserk when it transforms or is that kind of reaction not possable.
This is not the place for modding question.

1. halfbreed intercaste breeding: no.
2. benevolent curse: yes, but still named curse ingame
3. were-what? what? I dont understand the question.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Dramegno on May 25, 2015, 10:14:50 am
i figured to ask my questions in this thread since the succubi are very similar to what I wanted to create which in simplest terms they do what a succubi does but they are nomads of sorts. and I figured that Boltgun would be very knowledgeable on the questions I have.

and as far as the were-dwarf it is the opposite of say a were-chinchilla. instead of lets say a dwarf changing into a twisted chinchilla shape a creature would get twisted into dwarven shape (or what ever the civ you are playing as.)

Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on May 25, 2015, 12:57:51 pm
Yes, sure, creature transformations are no problem, but you can't meddle with civ-membership, migration or entities that way without some major dfhack-ing. Even then you might have to write your own scripts.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on May 26, 2015, 04:11:42 am
i figured to ask my questions in this thread since the succubi are very similar to what I wanted to create which in simplest terms they do what a succubi does but they are nomads of sorts. and I figured that Boltgun would be very knowledgeable on the questions I have.

and as far as the were-dwarf it is the opposite of say a were-chinchilla. instead of lets say a dwarf changing into a twisted chinchilla shape a creature would get twisted into dwarven shape (or what ever the civ you are playing as.)

It is worth trying to see if the game consider a transformed dwarf as a civ member and let it migrate, but I cannot figure how you would test that except out of crazy luck.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Dramegno on May 26, 2015, 09:28:06 am
my origianal plan was to infect animals that would normally migrate as a pet and/or be bought in the embak screen at a lower percent chance after proving that it could work, probably at the same chance as the vanilla were-beasts after various bugs are worked out and I am able to pull it off if I am able to.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on May 26, 2015, 10:34:16 am
But what are you trying to achieve? A playable race that breeds that way, or a hidden invader that makes life difficult for your dwarves?
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Dramegno on May 26, 2015, 01:17:06 pm
My current goal is beneficial (possably have them teleport and/or transform if their owners/spouse/friend in trouble) but if their is some sort of karma system in the game then have it based on that on second thought if I based it on a karma system they will bring just about any fortress down around the players ears, on third though it would add FUN so I might have options for both...
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: cerevox on May 31, 2015, 12:53:24 am
A few thoughts as I play.

Succubus are hot, like, really hot. I had one get into a fistfight with a polar bear on top of a glacier. It was not uncommon for the polar bear to be caught in a cloud of boiling polar bear blood that burst out of it after she got in a good punch, and when it finally died the corpse caught on fire and burned for months.

Their lava immunity also doesn't seem to be 100%. I had a few succubus get knocked down a channeled out 1z level hole when they activated a magma well and get incinerated. Perhaps they are not immune while stunned?
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on May 31, 2015, 04:20:40 am
Yes, the new version of df is a bit weird when it comes to temperature. I've seen hunter causing a wildfire and in adv mode I killed enemies with my own blood. Also in some circumstances I have now fixed, they refused to eat because the food was 'too cold'.

They should never die in lava however, MW modifies tissues and I know that in 6.2 the simplified leather cause fire imps to melt in room temperature. I'll test that again. If she was stunned, there is also a chance that she drowned in lava and her corpse was burnt.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: cerevox on May 31, 2015, 03:44:45 pm
It happened instantly, drowning should take a few second IIRC.

The flaming fists thing is actually quite cool, its just, if they fight anywhere flammable the whole map tends to go up. I feel like I have to armor my troops not to protect them but to protect my wood sources.

Edit: Actually, would it be possible to have the troops splash their blood around on purpose? Or maybe smear it onto their weapons? That would be interesting.

Edit2: As I play around with magma well more, these things a pain. If the mamga appeared a Z level up or down they would be useful, but since it appears on top of the well itself the succubi who activates it gets shoved around, possibly bashed into a wall, possibly drowned by lava(?).
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on May 31, 2015, 04:38:29 pm
Is it possible to see your magma well? I rarely had death around it.

Making magma is dangerous but can be made safe with preparation. By digging a large area around the well, with channels and a constructed passway, or better with grates or fortifications, the succubus  can evacutate without much issues. Of course this is considering that succubi have nothing to fear from the heat.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: cerevox on May 31, 2015, 04:45:46 pm
Right, I built a room with grates all around it leading down to the room I wanted to fill. My 2 main problems are that when the lava spawns it takes a second to start flowing and the well operator drowns for those few seconds, and the 2nd issue is that no succubi will touch the well until its lava free, which means that if your single activation isn't enough it will take ages and if the target room is only at 1/7 lava it will start drying up.

The only way I could get it to effectively fill a room was to have multiple wells all running, but that was when I was losing operators to the stun, doing medium/large runs create so much magma that when it starts flowing it flings the operator into a wall and KOs them.

So far simply digging down to the magma sea is seeming much much easier than getting a well to operate safely and effectively.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on May 31, 2015, 04:47:30 pm
Ok in that case the well will have the option to spawn magma a z level below.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: cerevox on May 31, 2015, 04:54:58 pm
If I am just using them incorrectly I would be more than happy to change, its just, right now it seems easier for me to build a working magma pumpstack to the sea than it does to get a room filled from the well.

Edit: Perhaps of interest, when Succubi go to clean themselves, they appear to consider lava a valid place to clean just like they would a pool of water, but then cancel because its dangerous terrain.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on June 04, 2015, 07:30:53 am
If I am just using them incorrectly I would be more than happy to change, its just, right now it seems easier for me to build a working magma pumpstack to the sea than it does to get a room filled from the well.

Edit: Perhaps of interest, when Succubi go to clean themselves, they appear to consider lava a valid place to clean just like they would a pool of water, but then cancel because its dangerous terrain.

I think the game consider them to be  lava hot, or maybe temperature is bugged. They are not different from 0.34 with that but strangely a lot of new mechanics kicked in.

I never had this issue with lava but they should prefer water once you find any. Or for fun, did you try to add a well over the lava?
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: cerevox on June 04, 2015, 09:57:05 pm
I had no water access at the time and it was actually the failed magma well. I had left it on Magma Small /R by accident and they kept trying to clean themselves at it. It wasn't filling the room since they had to wait for the lava on it dissipate before running it again, but there was enough going down the grates for them to make a go at having a hot bath.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on June 05, 2015, 02:53:33 am
This is great, and there is a chance that after fixing heat immunity they take actual magma baths.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Sadlycraftful on June 24, 2015, 07:39:07 pm
I was trying out the Succubus race while doing so my miners dropped their pickaxes and stopped mining. I tried turning the mining skill off/on in Dwarf Therapist and with various succubus with no success in getting them to mine again, I also made a few more pickaxes which were ignored. I checked to make sure the pickaxes were not forbidden. If anyone can help me with this issue it would be nice as I would like to continue the fortress without having to abandon it or even reinstall Masterwork Dwarf Fortress.

On a side note a previous fortress of mine (Dwarf) also had a similar problem where my lumberjacks wouldn't pick up their axes and cut down trees. While this was quite saddening I was able to play around it with farming trees instead.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on June 25, 2015, 01:58:16 am
Did you put the miners into a military squad by any chance? This is known to cause them to ignore their tools.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Sadlycraftful on June 27, 2015, 04:56:54 pm
Thanks for the information, yes I had set my succubi in a military squad to drive off some pesky undead.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Muxia on July 23, 2015, 10:57:09 am
Why I cannot make Hive, Nestbox or steepladder?
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on July 24, 2015, 03:28:17 am
Why I cannot make Hive, Nestbox or steepladder?

Because I forgot them initially. If you are not afraid to manipulate files, you can download the updated (https://github.com/Devduweb/DF-succubus/releases/download/fooccubus-12.1/succubus-masterwork-12-1.7z) version and unzip it in the "Dwarf Fortress" subfolder, then gen a new world.

You'll also get new stuff this way like the summoning portal.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Muxia on July 24, 2015, 10:56:12 am
I downloaded the masterwork reborn pack and unzip the updated version in the "dwarf fortress" subfolder, however, after I chose the succubus race in masterwork settings and get into the game, I found that I still playing dwarfs..
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Blightedmarsh on July 24, 2015, 12:03:19 pm
did you remember to disable dwarfs in your civ settings?
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Muxia on July 24, 2015, 12:26:08 pm
I disabled the dwarfs Fort not the civ
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: ApocoH on July 24, 2015, 02:16:15 pm
Hey Boltgun. I appreciate all of your fantastic work.

I understand that this mod is designed to remain safe for work and that illicit situations are implied rather than described in detail, but I have a massive list of suggestions that may or may not be rather explicit. I played MDF v6.0 a little while back and made this list, then recently stumbled upon it again and found it to be rather interesting. So I'll be honest. A lot of it might already be outdated, impossible, or just plain out of the question since it might be considered perverted, but I figured I'd ask since you might find some value in it due to the fact that it is from another person's perspective.

Should I post it here? Or message you since it's gigantic and I don't beat around the bush when it comes to talking about succubus society and sex?
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on July 24, 2015, 04:19:34 pm
Hello Apoco,

The mod was more explicit in its first versions but it has been toned down to make it belong more into Masterwork DF (and bugs). Managing sexual themes is a bit tricky. First because DF is a violent game and its systemic nature will generate situations you did not want to generate in the first place, and secondly because not everyone here is adult and I should not expose some of the players to what they are not allowed to.

That's why I am turning around the issue, using suggestive wording that leads us to the same result but with imagination instead, as the game is meant to do.

Plus that's indirectly invoking Meph's responsibility because he integrates the mod inside his own work. To be honest I was expected to be moderated at first but it's nice to see that you liked it so much and even get suggestions for the mod. In fact you were all more eager that I imagined. :)

I am taking all suggestions, even unsafe ones. It is a good time for that because I am redesigning the temple of sin and with that building, the powers you can give to your succubi so it is full of opportunities, especially considering that the next update to DF will introduce mood altering syndromes. But it's better if you could send me nsfw suggestion by PM, you will be more free to expose what you'd like in private anyway.

Thanks
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on July 24, 2015, 11:57:50 pm
I'm ok with this. Post away.

The only thing I needed to change in the mod were the concubines, because the game also had kids of that caste. NSFW content will be fine, if there is something too explicit (especially abuseable things in adv mode), I'll say something.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on July 25, 2015, 02:21:49 am
Also to answer Muxia, if you put the update double check the selected race before embarking by pressing tab until you see the list of neighbors. If it does not put demons first then you have another race selected.

Otherwise disabling the race for fort was the way to go so if you have more troubles with that, you can send me a save and I'll fix it up for you.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Muxia on July 25, 2015, 04:02:29 am
I tried again and this time it works....do not know why..but thanks for ur help.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: ApocoH on July 25, 2015, 04:24:38 am
I'm ok with this. Post away.

The only thing I needed to change in the mod were the concubines, because the game also had kids of that caste. NSFW content will be fine, if there is something too explicit (especially abuseable things in adv mode), I'll say something.
Right on. I pmed Boltgun. There's a few things that we could discuss in public, like having the conversion process be based solely around prisoners being converted straight to your citizen's list, similar to how you would train animals, rather than having to build the den of iniquity and do some shinanigans. I understand that it's probably really difficult to code, so it's a workaround of sorts, but if it were possible this way instead, I feel it would improve the gameplay quite a bit. I'll get to this later though.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: IAmTheMadLord on August 15, 2015, 06:03:01 pm
So... I had a troglodyte break into my fortress, and a bunch of succubi ran after it. when they started meleeing it, it exploded into magma and fire. in the middle of my wood stockpile. anyone have an idea of why this happened? these were utterly unupgraded succubi, I just drafted them all when I noticed all the trogs in my base.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Treason on August 15, 2015, 07:44:48 pm
Soo..wtf happened to the succubi?  Every time I attempt to play them, they're missing essential buildings and can't even build minecarts or wheelbarrows!

I've tried deleting masterwork, downloading again and re-installing but the issue continues.  I even exported select files from the stand-alone succubi mod but it doesn't play nice when attempting to mix with masterwork files.

Edit: Nevermind my "derp."  It pays to read the whole thread..or, you know, one page back! Works fine, now.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on August 16, 2015, 04:50:03 am
Soo..wtf happened to the succubi?  Every time I attempt to play them, they're missing essential buildings and can't even build minecarts or wheelbarrows!

I've tried deleting masterwork, downloading again and re-installing but the issue continues.  I even exported select files from the stand-alone succubi mod but it doesn't play nice when attempting to mix with masterwork files.

Edit: Nevermind my "derp."  It pays to read the whole thread..or, you know, one page back! Works fine, now.

Yes the one bundled with masterwork reborn is very barebones, updating it will help you.

Edit: I added a warning message in the OP.

So... I had a troglodyte break into my fortress, and a bunch of succubi ran after it. when they started meleeing it, it exploded into magma and fire. in the middle of my wood stockpile. anyone have an idea of why this happened? these were utterly unupgraded succubi, I just drafted them all when I noticed all the trogs in my base.

SUccubi randomly lit their targets on fire. I did not figure the cause of this but currently temperature is a bit buggy (and tbh I don't want to fix that, it's funny).
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on August 16, 2015, 10:40:46 am
If they have a melee attack that injects a material, and the material is not declared, they inject the first inorganic material in the raws, which is a rock... in liquid form... aka... MAGMA!, instantly killing the target and setting stuff on fire.

Happened to my kobolds once.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: IAmTheMadLord on August 16, 2015, 05:29:12 pm
Well yeah it's funny when troglodytes explode into fire, but... not when they're in the middle of my stockpiles! although I suppose it was just my wood stocks, and there's not exactly any shortage of that material.  I'm just glad they didn't explode in my animal stockpile, that had like 5 caged trolls in it.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: IAmTheMadLord on August 17, 2015, 01:16:19 am
So I downloaded and exported in that link in the OP... but now when I select succubi to be the only fortressable race in-game it just makes me dwarves. literally no changes, I'm just playing as dwarves. any ideas what's going wrong? I'm definitely using the most recent masterwork reborn, and I created a new world with succubi being the only selected race in the Masterwork Settings.

Edit: tried exporting again, apparently only half the files actually exported for whatever reason, and fixing that solved it. GG, 7-zip. GG.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on August 17, 2015, 02:15:22 am
Strange, this is not the first time the archive was half extracted during an update.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: IAmTheMadLord on August 17, 2015, 03:22:11 am
It's possible it's not quite overwriting correctly, and only some of the files are actually getting implemented, in which case it's the fault of the extraction program.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: LMeire on August 17, 2015, 04:58:41 am
My copy of 7-zip started doing stuff like that a few years ago, so I switched to J-zip (http://www.jzip.com/) and haven't gotten any further extraction problems.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Treason on August 23, 2015, 10:16:51 pm
I must be doing something wrong, or my Succubi are abnormally..."friendly."  Even after years of work and plenty of exporting wealth, I have yet to see a siege show up.  Even being surrounded by hostile civs.

Getting a fort to last several years is a struggle, though.  So..many..desktop crashes...
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on August 24, 2015, 12:15:47 am
I must be doing something wrong, or my Succubi are abnormally..."friendly."  Even after years of work and plenty of exporting wealth, I have yet to see a siege show up.  Even being surrounded by hostile civs.

Getting a fort to last several years is a struggle, though.  So..many..desktop crashes...
Dammit, why are there even crashes? Reborn should be super stable, there are no bugs in the raws, less dfhack scripts, newer DF version, no .exe-patching...
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on August 24, 2015, 04:59:40 am
I must be doing something wrong, or my Succubi are abnormally..."friendly."  Even after years of work and plenty of exporting wealth, I have yet to see a siege show up.  Even being surrounded by hostile civs.

Getting a fort to last several years is a struggle, though.  So..many..desktop crashes...
Dammit, why are there even crashes? Reborn should be super stable, there are no bugs in the raws, less dfhack scripts, newer DF version, no .exe-patching...

I think df, or dfhack, or twbt, or other module is plain crashy on some systems. Might be a specific chipset, a vendor program, the video card or anything that I sure don't have on my systems.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Treason on August 24, 2015, 05:58:17 pm
I blame Windows 8.  Normally, MW is exceptionally stable for me as you as well, as you both have noted.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Treason on August 29, 2015, 03:58:32 pm
I haven't changed any raws, I haven't been altering the landscape with dfhack and yet it's still crashing left and right :( 

Most seem to be occur when I access the building menus and try to select something to build.  Boom, crash.  Randomness.

..And I'm still getting these "succubi syndrome" stone layers, despite a clean install and going over the installation of the prior patches with a fine-toothed comb to prevent duplicate raws.

I'm blaming Windows 8, still..or the Government..or a wizard.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on August 29, 2015, 06:56:05 pm
Quote
Most seem to be occur when I access the building menus and try to select something to build.  Boom, crash.  Randomness.
I remember that one from linux and mac, when using True-type-font. Shouldnt happen at all with Twbt.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Treason on August 29, 2015, 07:04:44 pm
Quote
Most seem to be occur when I access the building menus and try to select something to build.  Boom, crash.  Randomness.
I remember that one from linux and mac, when using True-type-font. Shouldnt happen at all with Twbt.

I don't even have it active!  True-type, I mean.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Treason on August 30, 2015, 11:06:44 am
As much as I love MWDF, I can't play it anymore.

Something about my machine does not like it.  I'm now crashing when I even attempt to move the courser around, and when I let it sit paused.

Shelving my dungeons until I figure out what the heck is screwing up my game.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on August 30, 2015, 01:26:49 pm
As much as I love MWDF, I can't play it anymore.

Something about my machine does not like it.  I'm now crashing when I even attempt to move the courser around, and when I let it sit paused.

Shelving my dungeons until I figure out what the heck is screwing up my game.
Could you give me more info about your machine, OS, mod version, etc?

Did you try running it without dfhack?
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Treason on August 30, 2015, 01:55:21 pm
Nasus Laptop

Windows 8.1
Processor: Intel Core i7-4710HQ CPU @ 2.50GHz
RAM: 12.0 GB
64-bit

Mod version: Masterwork Reborn v0.06, with the updates provided by Boltgun for the Succubus.

I've not tried launching without dfhack running.  I've been experimenting with different utilities open and closed, maps generated by perfect world vs. the game, computer settings, etc.

Crashing so far seems dependent on the generated world.  I've had worlds generated with the same seed and settings that played completely crash free, and I've had others produce the crashes I've been describing at a horrendous rate.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Treason on August 30, 2015, 05:28:33 pm
I may have found my issue...further testing is going to be required, but I think I found it.

..I'm a disgrace to my career, though.  I failed to do one of the top 3 steps all tech support professionals will tell you.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Fairin on August 30, 2015, 07:58:35 pm
I may have found my issue...further testing is going to be required, but I think I found it.

..I'm a disgrace to my career, though.  I failed to do one of the top 3 steps all tech support professionals will tell you.

restart that damn machine! ><
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Treason on August 30, 2015, 08:21:10 pm
I may have found my issue...further testing is going to be required, but I think I found it.

..I'm a disgrace to my career, though.  I failed to do one of the top 3 steps all tech support professionals will tell you.

restart that damn machine! ><

I did.

My game played wonderfully for several hours.

Then the "crash when attempting to build" and "random crash while game is paused and doing nothing" came back.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Fairin on September 02, 2015, 06:59:48 pm
am able to reproduce the crash by using df hack's building commands (boxes - hollowed and not) walls and floors, sometimes they work. sometimes they just crash soon after some construction begins, generally after the 10th or so block is placed

https://www.dropbox.com/s/nzrs0n19k6bonpb/dwarffortressmapcrash.7z?dl=0 (its dwarves not succubi but still... the proof, game crashes (forme) 4 out of 4 times about 5 mins into game)
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on September 02, 2015, 07:10:16 pm
am able to reproduce the crash by using df hack's building commands (boxes - hollowed and not) walls and floors, sometimes they work. sometimes they just crash soon after some construction begins, generally after the 10th or so block is placed

https://www.dropbox.com/s/nzrs0n19k6bonpb/dwarffortressmapcrash.7z?dl=0 (its dwarves not succubi but still... the proof, game crashes (forme) 4 out of 4 times about 5 mins into game)
This should probably be reported to the dfhack crew.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on September 03, 2015, 07:59:12 am
I get crashes when building outdoor, using dfhack or not. It's related to trees afaik.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on September 03, 2015, 08:27:51 am
I get crashes when building outdoor, using dfhack or not. It's related to trees afaik.
Yes, that is known vanilla DF crash.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Treason on September 12, 2015, 12:01:52 pm
In regards to the crashes I've been experiencing.

I took my Masterwork folder off the laptop, Win 8, which I had been using it on and put it on my desktop, Win 7.

Same map, same features, settings, etc.

So far, after 10 years on a single fort, I can happily report 0 crashes.

The oddest thing is that my laptop's hardware is actually a bit better than my desktop.  More RAM, more space, better processor, higher graphics card, etc.

Once again, I am going to have to blame Windows 8.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Curious Key on September 13, 2015, 01:05:51 am
In regards to the crashes I've been experiencing.

I took my Masterwork folder off the laptop, Win 8, which I had been using it on and put it on my desktop, Win 7.

Same map, same features, settings, etc.

So far, after 10 years on a single fort, I can happily report 0 crashes.

The oddest thing is that my laptop's hardware is actually a bit better than my desktop.  More RAM, more space, better processor, higher graphics card, etc.

Once again, I am going to have to blame Windows 8.

Couldn't give you any hard facts, but my observations of people commenting about crashes of both vanilla and modded df is that most of them have been due to windows 8. It's a demonstrably worse operating system from a gamers perspective.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Treason on September 13, 2015, 04:42:02 pm
In regards to the crashes I've been experiencing.

I took my Masterwork folder off the laptop, Win 8, which I had been using it on and put it on my desktop, Win 7.

Same map, same features, settings, etc.

So far, after 10 years on a single fort, I can happily report 0 crashes.

The oddest thing is that my laptop's hardware is actually a bit better than my desktop.  More RAM, more space, better processor, higher graphics card, etc.

Once again, I am going to have to blame Windows 8.

Couldn't give you any hard facts, but my observations of people commenting about crashes of both vanilla and modded df is that most of them have been due to windows 8. It's a demonstrably worse operating system from a gamers perspective.

It's Microsoft following it's old pattern where Windows is concerned, unfortunately.  One version will be good, fairly stable and very usable.  The next version (promising to be so much better) is crap when compared to it's predecessor and never does catch up before the NEXT version is released, which will be the next stable, usable version everyone goes for.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on September 14, 2015, 03:52:38 am
It's Microsoft following it's old pattern where Windows is concerned, unfortunately.  One version will be good, fairly stable and very usable.  The next version (promising to be so much better) is crap when compared to it's predecessor and never does catch up before the NEXT version is released, which will be the next stable, usable version everyone goes for.

That's the Windows cycle. Sales are stagnating -> MS makes something 'fresh' and 'new' -> we're lost + apps stop working -> MS restore windows XP interface -> we're good -> sales are stagnating...
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Isngrim on September 14, 2015, 09:40:59 am
It's Microsoft following it's old pattern where Windows is concerned, unfortunately.  One version will be good, fairly stable and very usable.  The next version (promising to be so much better) is crap when compared to it's predecessor and never does catch up before the NEXT version is released, which will be the next stable, usable version everyone goes for.

That's the Windows cycle. Sales are stagnating -> MS makes something 'fresh' and 'new' -> we're lost + apps stop working -> MS restore windows XP interface -> we're good -> sales are stagnating...
At least its not Vista.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Treason on September 14, 2015, 05:50:19 pm
Windows jokes aside, I do have a question about the Succubi in Reborn.

Was Summoning altered in such a way that you require a different unit to spawn from, or does the lua script spawnunit provide for this without a "caged chicken" nearby to turn into the creature you are calling?  So far, I've yet to successfully summon so much as a Nightmare, and I've only got access to Nightmares and Frog demons, and they only being available at embark.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Treason on September 14, 2015, 07:31:43 pm
Windows jokes aside, I do have a question about the Succubi in Reborn.

Was Summoning altered in such a way that you require a different unit to spawn from, or does the lua script spawnunit provide for this without a "caged chicken" nearby to turn into the creature you are calling?  So far, I've yet to successfully summon so much as a Nightmare, and I've only got access to Nightmares and Frog demons, and they only being available at embark.

You know..a lot of my problems would probably be solved a whole lot sooner and easier if I had a greater eye for details and a greater attention span.  Cursed ADHD!

I'm updating to dhack r3..how much you wanna bet this solves a lot of my other issues?
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on September 15, 2015, 05:03:38 am
You must update to dfhack r3 for sure, also you do not need transforming stuff to summon. The creatures are created out of thin air.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Bodyless on September 16, 2015, 02:27:50 pm
Not sure if your mod is to blame but i did update to DFHack R3 und i get a repeatable crash in my succubi fort when the next Goblin caravan arrives:
https://www.dropbox.com/s/kk2pz1erc0b30is/region3.7z?dl=0 (https://www.dropbox.com/s/kk2pz1erc0b30is/region3.7z?dl=0)
Shortly before the crash, a pack animal explodes when entering the map. So that might be the cause.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Vorbalok on September 23, 2015, 04:43:04 pm
I was wondering if I could get some help with the Succubus. Apologies if this is the wrong place to ask.

I'm not seeing all the buildings listed in the help file for Succubi. Maybe i'm missing something obvious, but I couldn't find anything in the help.

I have installed the latest Masterwork, as well as the latest Succubus update I could find from here on the forums.

Under workshops I have access to: Bonecarver, Archeologist, Den of Iniquity and Summoning Portal. Which are all obviously non-standard.
Under furnace I have: Magma metalurgist, underworld drill, floating glass furnace and both portals. Obviously all of these are from the mod? I assume. Maybe some come from Masterwork.

What I can't find are any of the Temples or the Soul well anywhere in the build menu. Can anyone tell me where those things should be, or are they not implemented? Can anyone give me a screenshot of what their build menu looks like if it does have these things.

I appreciate any help in advance.

p.s. I'd also love to be pointed in the direction of any Succubus tutorial that applies to the current work, if someone knows of a good one.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on September 24, 2015, 04:22:19 am
Not all the buildings are implemented yet so your list is correct. You should have the magma well too. The power temples are planned for the next version and the soul system will be added afterwards.

Help and tutorials are in progress so currently the best is to make a vanilla style fort for a start. You do not have to militarize early anymore since early sieges are gone.

Many of the buildings use magma so the best way to do it is to build a magma well in a large empty space, at a distance of at least 10 from other rooms, then channel some trenches around that can be secured with grates. Then you generate a large magma circle (which will leak everywhere but don't worry, succubi are immune). Go crazy with magma, make waterfalls, traps, wathever. The only limitation is that the succubi will not walk through puddles but a few backup tunnels will fix that for you.

Afterward the the underworld drill or the floating glass furnace will give you building materials, then it will time to hunt for metals. Make food or brass trinkets if you cannotfind armor grade metals to buy iron items. You cannot make steel anyway.

The summoning circle is also useful if you take the time to gather the required resources, all the creatures there will help with defense and can generate resources.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Vorbalok on September 24, 2015, 11:49:05 am
OK, good to know. I guess I misunderstood what all was working and what wasn't.

Thanks for the reply. I'm really interested in the mod, I look forward to seeing where it goes in the future.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Rekov on October 11, 2015, 08:41:10 pm
I vaguely recall succubi being immune to evil rains. Is this still the case?

Are succubi just better at surviving evil biomes, or do they actually benefit from being in them in any way?

Are succubi affected by cave adaption, and is it any different than with dwarves?
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Muxia on October 12, 2015, 07:18:23 pm
Why my succubi not use pot as a container as barrel? I remember it should possible but none of them use pot...
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on October 13, 2015, 04:18:58 am
I vaguely recall succubi being immune to evil rains. Is this still the case?

Are succubi just better at surviving evil biomes, or do they actually benefit from being in them in any way?

Are succubi affected by cave adaption, and is it any different than with dwarves?

They are not immune anymore, I don't think it is possible to protect them from randomly generated rains. Adding custom ones will help because they may replace worldgen ones.

For now there are the black roses that can be picked in evil biomes, their alcohol provides a little boost. Otherwise the evil biomes are a bit underdeveloped, for now.

Cave adapation has no effect, excepted for corrupted dwarves who keep this feature.

Why my succubi not use pot as a container as barrel? I remember it should possible but none of them use pot...

That's strange, you made rock pots? Then they should stock food and drinks in them. Did you set workshops to take from specific piles?

If you made clay pots, they must be glazed first.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Muxia on October 13, 2015, 07:52:49 pm
They use pot, I double checked. Just they dont use it as frequently as barrel. Another question is where can I store my gem made furniture. There is no "gem made" material option for furnitures in the stockpile. Thanks.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Mirrond on October 14, 2015, 03:50:20 pm
Eh, for some reason the game crashes while reaching the end of worldgen. Any ideas?

Nevermind, I'm an idiot and didn't notice the "Reborn" part in the name of the mod :P Gonna try it properly.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on October 21, 2015, 09:36:30 am
They use pot, I double checked. Just they dont use it as frequently as barrel. Another question is where can I store my gem made furniture. There is no "gem made" material option for furnitures in the stockpile. Thanks.

Vanilla df does not allow gem furniture so I guess the option is simply not there. That's a quirk of making gem furniture.

I started working on the mod again. First thing was to take care of the magma well. It no longer spawns a ton of magma over the worker but instead fills any holes nearby, making it much cleaner.

(http://i.imgur.com/Gi7TKDN.png)

You could make it a trap too by building it over a room or something.

Update: Also a minor stuff, but brewing magma is back. Of course only succubi can drink it.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on October 27, 2015, 11:46:07 am
I got powers working the way I wanted to but it's blocked by a bug. Succubi cannot use any interactions given through dfhack. Bah.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: IAmTheMadLord on November 08, 2015, 01:20:51 pm
Alright I'm just going to re-make this post, as I messed up typing it multiple times. I had to do a full reinstall of MW and the succubus update, but for some reason, succubi are missing most of their animals. I can only purchase 2 types (Nightmare, Frog Demon (And the demon is prohibitively expensive at 301 points)) , none of which are as far as I know vermin eaters, so this is becoming difficult to not lose my entire food supply.

Edit: additionally... the traders aren't bringing any goods. like... at all. though that may be because I had to make the depot AFTER they showed up?
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on November 09, 2015, 03:26:16 am
Did you update dfhack too? You need at least r3 for this to work.

And sadly I think that you need to regenerate a world after updating dfhack, because if you launch the game without the pet script working, caravans will be empty.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: IAmTheMadLord on November 09, 2015, 05:49:19 pm
it was just one empty caravan, the rest came with goods. I tried updating DFhack but had to reinstall the old version because it broke 90% of my controls, including mouse selections.
I'll try it again and post my results

http://imgur.com/2MOHsKe results. if it means masterwork will work, I'll learn to play without my mouse.
Edit: playing as dwarves now?
further edit: whoops, had both dwarves and succubi selected as playable.
Final Edit (probably) VICTORY. all the animals are there and my succubi aren't missing any skills or buildings. I've gotta say, the succubi randomly igniting enemies works wonders on corpses. a peregrine falcon corpse divebombed someone and she punched it... it detonated.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on November 10, 2015, 10:11:10 am
Yes I still have to figure why the game believe that the succubi are as hot as the sun, I mean literally. Under some settings the succubi even considered food 'too cold' and starve.

Otherwise with the fresh release of dfhack, we have to wait for twbt to catch up along its interface plugins.

Anyway, interaction issues persist in r4 so I guess I'll have to comb the issue like I did for summoning.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: IAmTheMadLord on November 12, 2015, 06:13:26 pm
The fact that succubi combust on death (probably something to do with that temperature bug) is really cool, though it makes it difficult to bury corpses. a weregirrafe killed one of my succubi and her death burned the entire surface area to the ground.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on November 13, 2015, 04:16:54 am
The fact that succubi combust on death (probably something to do with that temperature bug) is really cool, though it makes it difficult to bury corpses. a weregirrafe killed one of my succubi and her death burned the entire surface area to the ground.

Yes, it's really great. I need to double check if they disappear because it should instead leave a fireproof corpse that cause fire through heat instead of a spontaneous combustion. At worst, I'll make slab making easier to compensate.

That's not a bug I want to fix anyway, it's really nice.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: IAmTheMadLord on November 13, 2015, 04:54:53 pm
As far as I know, a dying succubus always goes "missing" because her corpse immediately goes supernova, igniting like a dying forgotten beast made of fire. everything around her catches fire, and her body is never to be found. at least, in my experience (also, were-creatures have an annoying habit of *surviving* this cataclysm.)
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Rekov on November 13, 2015, 05:06:21 pm
The fact that succubi combust on death (probably something to do with that temperature bug) is really cool, though it makes it difficult to bury corpses. a weregirrafe killed one of my succubi and her death burned the entire surface area to the ground.

Yes, it's really great. I need to double check if they disappear because it should instead leave a fireproof corpse that cause fire through heat instead of a spontaneous combustion. At worst, I'll make slab making easier to compensate.

That's not a bug I want to fix anyway, it's really nice.

As fitting as it is thematically, I'm not sure that it makes sense given the extreme framerate tax that fire currently has giving Dwarf Fortress' mechanics, especially on heavily forested maps. If there were some way to limit the radius or duration of the conflagration, that'd be great, but as it stands, each time a succubus dies it's a long period of creeping frames and inability to act.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: IAmTheMadLord on November 15, 2015, 04:28:24 pm
The fps loss isn't nearly as bad as the flood of Collapses from trees burning down, I had to unpause my game 124 times (I counted) after she died, because every tree on the surface save like, 4 burnt down.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: crazyabe on November 15, 2015, 08:27:42 pm
PTW
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on December 02, 2015, 04:05:26 am
Now that 42 is out, I need to prepare for this next version. We have to wait for a new dfhack and for Meph to come back to work on MDF again, but here's what I want to do next.


Later on:

Otherwise I am curious what songs or festival they will produce.

Edit: It seems that the goblins started behaving like a proper civ and not a stack of cannon fodder so I have hope for the dark fortress civs.

Also, succubi are going to have naturalists it seems (https://i.imgur.com/lb1qodP.png).

There is also a slight chance that I can remove hunger an thirst but still require food production to satisfy the urges of your creatures. I played with a goblin adventurer's attributes and I this is what needs should look like for a succubi.

(http://i.imgur.com/NSLMXhK.png)

I did not manage to push romance and art so they're intense needs but with more tuning we should have them really behave in their own unique ways.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: zach123b on December 06, 2015, 06:25:21 pm
i thought succubi didn't need alcohol to party, it was easy with just water :P
and your link about a naturalist is a book made by an elf?
needs moar whips
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on December 07, 2015, 04:40:33 am
I am just scratching the surface, but I'd like to give the succubi no drinking or eating to have them behave like demons, but still require food and drink to keep them focused (both for the race's themes and for difficulty). I guess that alcohol will become optional as long as they have a well stocked inn to dance in.

For this I have to try fort mode with all these needs on and see how they behave.

Yes, that book was written by an elf but the name is too funny to ignore. I am undecided for some of the entity values but I may introduce a little randomness into them so each instance will be a bit different from each other. Right now, succubi tend to write more about places and the tutorship of other people.

Otherwise I can confirm that they are master artists, a new adventurer made two masterpiece dances then started singing masterfully to peasants. The public joined by simulating instruments and without training they were already average.

The bad news however is that starting a succubus adventurer is still a pain, you still start in an empty pit and cannot fast travel. The population still spawns mostly on top of towers that have to find without any help from the UI. I need to check with dfhack once it will be updated to see if I can do something.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on December 10, 2015, 08:22:29 am
So I have a better grasp for the relation between personality, values and needs. I can confirm that the succubi gets no bad thought from being naked (I needed a script for this previously).

Their needs are not as extreme but are still higher than the average dwarf, it can be higher but that will cause all the succubi to have the same personality.

The taverns are also important considering that I have an envoy who'd rather socialize with goblins guests instead of doing her duty.

Next step is to test how a NO_EAT, NO_DRINK create with 100% immoderation reacts. They will feel the need to eat and drink but not hunger, so will they eat out of pure gluttony?
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: IAmTheMadLord on December 15, 2015, 08:18:00 pm
Oh good so I can completely ignore my textile industry? because I always get that up and running *way* too late.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on December 16, 2015, 04:46:03 am
Oh good so I can completely ignore my textile industry? because I always get that up and running *way* too late.

Yes, most do not feel anything from being uncovered and the few who get embarrassed seems to have so little stress you can safely ignore it. I am 6 years in my nudist spire and everything was fine.

Adding food needs to something that do not get naturally hungry was a failure. They suffered the same problem as vampire dwarves, that is they get unfocused and never eat or drink. Besides, removing hunger makes the game really boring, so everything's back to normal. While you can run a fort on water, alcohol is better.

As it seems, building a brothel tavern is very important. If the succubi do not get a place to socialize, they'll have terrible thoughts. Otherwise they'll romance quickly and argue to the point of going berserk (really, I had combat logs of succubi being enraged because Milith told Padaxe her mind). They did not fight each other out of spite yet but I think they behave in their own unique way now. I got a few humans and goblins visitors, by the way.

The biggest change is that they are a lot less lazy, or a least they always give up on break as soon as there is a job. It should be a the same for dwarves and as a whole it's less frustrating.

I still don't know what losing focus means, I had half of them blinking yellow without ill effects.

The next step is to change the pet setting. Without dfhack, they have no wagon puller and in 0.42 migrants are still entirely dependent on caravans. As it seems, you still cannot tell a civ to settle on evil biomes so nightmares will still be cavern creatures (goblins already picked them up). Never mind, COMMON_DOMESTIC works as advertised, you can buy nashash, orthi, and nightmares and they all roam the surface of evil biomes.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on December 22, 2015, 04:26:01 am
While I finish the new sprites, I can use some proof reading so I can stop releasing the mod with confusing text.

Here are the new content for the next version.

Reactions
Spoiler (click to show/hide)

Creatures
Spoiler (click to show/hide)

If you could warm me of any bad grammar that would be very helpful. Thanks.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Meph on December 22, 2015, 06:35:35 am
Everything looks good.

One suggestion for "A succubus will use her body to power this workshop, providing an alternative to fuel.", maybe use "body heat" instead of "body". Or, if you want to be whimsical, she is using her "extremely hot body to heat up this workshop". ;)
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on December 22, 2015, 08:12:38 am
Alright, I put 'body heat'.

Edit: By the way the readme could use some proof reading as well. (https://github.com/Devduweb/DF-succubus/blob/master/README.md)
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Dozebôm Lolumzalìs on December 22, 2015, 04:37:39 pm
"floating flass furnace"

"developped"
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on December 22, 2015, 06:21:09 pm
"floating flass furnace"

"developped"

Fixed, thank you.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on December 23, 2015, 12:18:13 pm
And the mod is now ready and updated for 0.42 vanilla. (http://www.bay12forums.com/smf/index.php?topic=124135.msg6685197#msg6685197)

The patch will likely be compatible with MDF simply by deleted all the 'masterwork_import' files in the raw/objects folder.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on March 03, 2016, 06:21:39 pm
Hello,

Since the latest DF allows to write proper ingame help, this is getting text heavy and what I write probably does not make sense. However, since I am not a native english speaker, I struggle to put the right words, especially inside the limited space the game offer. So I turn to you to help with some proofreading. If you could check quickly the new sentences, that would be greatly helpful. Thanks.

The castes
Spoiler (click to show/hide)

The new paragraphs from the readme.
Spoiler (click to show/hide)

The reactions, this is the longest. The games does not allow a long space so it must be straight to the point.
Spoiler (click to show/hide)

Sorry for dropping that much text but I'm sure that if we put some quality writing in there, the game will be a lot easier to play than it used to be in MDF 6.2.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: chaosfiend on March 04, 2016, 10:25:36 am
Here are some simple grammatical changes that I recommend for the first part at least. The Changes are Bold and Underlined

The castes
Spoiler (click to show/hide)

I changed a lot of the 'Her' and 'she' pronouns to more gender neutral forms of address for the other classes, since I assume that the other castes will be far less tilted in favor of the feminine gender. Otherwise there was only one sentence in the Succubi description that sounded a tad clunky to my ears when said aloud.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on March 04, 2016, 12:45:24 pm
Good idea. I had male versions ready but a gender neutral one is easier to manage.

Edit: Made a release (http://www.bay12forums.com/smf/index.php?topic=124135.msg6851762#msg6851762), I'll include other text fixes later on if it is needed.

Update : Updated to 0.42.06
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: WJSabey on April 03, 2016, 10:18:06 am
I updated dfhack to try the Succubi out, but now it's complaining that some of the plugins were built for the old version. Does anyone know why the updated version doesn't include all the plugins, and more importantly if this will break anything important?
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on April 04, 2016, 03:06:10 am
That's probably Text Will Be Text. It will not break the game, you'll only miss out multi level views and cleaner text.

You can get it back in a working condition by dropping this version (https://github.com/mifki/df-twbt/releases/tag/v5.50) in the Dwarf Fortress/hack/plugins subfolder if you wish.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: WJSabey on April 05, 2016, 02:26:18 pm
In retrospect, I really should have mentioned which plugins were throwing errors. Oops. "twbt" is one of them, but I'm more concerned about "feature" and "initflags". These sound more like gameplay plugins than the others. The full list is:
What's weird is I'm fairly sure that some of those aren't third-party plugins, and really should have come with dfhack.
Title: Re: ☼Succubus☼ - Masterwork Reborn
Post by: Boltgun on April 06, 2016, 03:04:43 am
feature and initflags are dfhack commands and simply indicate which plugin failed.

You can safely play without those plugins running.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on May 06, 2016, 04:02:13 am
MDF is back, so is this thread.

I am very careful when adding a new workshop. In the past there were a few that served little purpose and confused the hell out of players as I could see in youtube. Another concern of me is that the game gets a lot easier for this race with fire immunity, free fuel, and good attributes.

Attributes has already been nerfed and should be 'okay', with future updates in mind. Succubi have now normal human strength, great agility and bad endurance/willpower. This means that a good succubus is really hard to hit and will hit several times before enemies reacts but will tire and die as soon they get wounded. Oh and they are the best artists of the world. Even an untrained stupid succubus can dance well.

I also plan to reduce traps comps to the strict minimum. I'm sure 10 bronze great axes would still kill enemies. I'd remove drawbridges too if I could to shift the play style.

In response to the suggestions posted here (http://www.bay12forums.com/smf/index.php?topic=157912.0).

Temple of sin is coming back as soon as I fix a bug with dfhack's syndromes. There is an alpha version in the raw that assign powers, but the affected worker never use their interaction. There is no point in having a pyromancer is she does not throw fireballs. Either way, I could properly balance it now as you can only provide one major power and one minor power, so you'll have to chose your combos carefully.

Altar of nightmares should come back right after the temple of sin. Soul wells will use a new mechanic involving item quality and soul forges and other fun stuff will come back afterwards. You'll be able to eat souls to learn skills too, including from your late citizen's.

Glass weapons and armor, obsidian included, makes sense and will act as a cheap way to outfit your army.

Slade Crucible: Slade is great as a building material as it is both free and difficult to handle, but I do not know what purpose slade metal will achieve here. I plan to explore flesh shaping instead.

Pin Pricker: Great idea, because succubi have hooves! Through this and itemsyndrome, we can make squads of strikers/kickers a good choice.

Spark: I'll definitely add this.

Harpy nest: I'll make such creatures a summoned entity instead. However, I plan to use workshop upgrades to create specialized creatures pit (looking like demons pits of 40d). Those pits will upgrade summoned monsters and give them new interactions.

Magma Pit: This is good for thematic indeed and I'll be able to add magma requirement, more magma is always good magma.

Fire from the Summoning Circle: Yes, I'll might add it to the Spark and name it idol of fire or something. I'll add the fireball rain for old MDF too because it's awesome.

Alchemist: Special ammo and such was added at some point but removed because it was redundant to fire imps and powers. I'll think I'll skip alchemy entirely and leave it to necromancers or something better tied to it.

Decorations: Yes, lots of yes.

Gargoyle Mason: Nice idea, and for more evil it will involve binding a soul in it. The soul's quality should affect the result.

Magma Waterfall/Aquifer thing: Will do, we want our peculiar structures with flowing magma everywhere.

Thorny plants: I like that, I'll remove all trap comps and let you use these plants as a replacement for corkscrews.

Darkpact: Hum... In my point of view, they are the devils and have the powers cultists crave. Maybe I can invert this by selling a weapon for souls, in case the player is out of stock. The value of the weapon will affect the value of the soul.

By the way I also want to do the same with possession: instead of getting an artefact and no skills, you get skills and no artefact. Another kind of strange mood would be that the succubus get summoned, so you lose it for a while, and it come back with a masterwork soul.

Taming HFS: Planned but I need to design this.

Spanking/Whipping/Pillory/Torture chamber: Very Dungeon Keeper, approved.

Chastidy belt: CHASTITY!? Joke aside, I always figured that the succubi should at least know a thing or two about contraceptives. I'll come up with a special item.

Blindfold: While it's a good idea, I'd drop siege engines if DF would let me.

Sacrifical altar: That will probably be one of the jobs for creatures pits.

Black Candle: The idea is good, the execution will lead it to be an item instead to be consumed at the altar of nightmares instead.

While we're talking about black candles, I'd like to add items that hurt the succubi too for other races to use. I'm thinking of hand candles that paralyse them, parchments of binding or secrets giving vows of purity that cause intense stress.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Meph on May 06, 2016, 04:59:23 am
I didnt see many questions, only the one about slade.

Quote
Slade Crucible: Slade is great as a building material as it is both free and difficult to handle, but I do not know what purpose slade metal will achieve here. I plan to explore flesh shaping instead.
Slade metal, very heavy, good blunt weapon and trap-comps, good ballista ammo, and nearly impenetrable armor that makes the user really slow to move.

Quote
Thorny plants: I like that, I'll remove all trap comps and let you use these plants as a replacement for corkscrews.
Corkscrews are used in pumps...

About removing drawbridges: You could disable the PERMITTED_JOB:MECHANIC in the entity file. No traps, no bridges, no floodgates, no levers, no traction benches... in previous versions removing permitted jobs didnt work right, but Toady fixed that. And no siege engines, if you remove SIEGE_OPERATOR.

I also read that Milo Christiansen had some script to remove hardcoded buildings, maybe he can just take out levers and siege engines. This way you can still make traps and traction benches, but no drawbridges or drowning traps.

Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on May 06, 2016, 05:25:48 am
I did remove mechanics in a very early version and that made the game boring but perhaps after implementing several new buildings, we can afford this. Another issue might be that cage traps are important for corruption.

This is where the building removal might help.

Quote
Slade metal, very heavy, good blunt weapon and trap-comps, good ballista ammo, and nearly impenetrable armor that makes the user really slow to move.

I made tests with afelsteel (a very heavy steel, will be part of a future corruption system) and unfortunately it seems that master armor users are not affected by weight at all. I'll test with slade but I want to avoid making masters even more impossible to kill. Itemsyndrome might help to create a trade off.

Quote
Corkscrews are used in pumps...

I meant that you'll be able to use these plants to build pumps with.

Edit: Btw the smut you can do in the image editor is amazing.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Mord_Sith on May 08, 2016, 03:48:21 am
Succubi played with MDF version 2.6.0.0 DF 42.06 (just downloaded yesterday)

Bugs:

Suggestions:
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Mord_Sith on May 08, 2016, 03:59:47 am
Quote
Slade metal, very heavy, good blunt weapon and trap-comps, good ballista ammo, and nearly impenetrable armor that makes the user really slow to move.

I made tests with afelsteel (a very heavy steel, will be part of a future corruption system) and unfortunately it seems that master armor users are not affected by weight at all. I'll test with slade but I want to avoid making masters even more impossible to kill. Itemsyndrome might help to create a trade off.

Suggestion for that might be that certain materials or armors cause multiplying unhappy thoughts? If everyone else is wearing pretty scanty garb and you're wandering around in a metal sarcophagus you'd be pretty put out. Cause some of the fort to mock whomever wears the heavy armor (adding more unhappy thoughts) etc.

Of course that might just make it so you have to micromanage Donning and Doffing, but that's a different problem.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: cerevox on May 08, 2016, 04:23:58 am
The kidnapper warnings happen every time because the succubi are a slaver race. It doesn't actually do anything, it just gives you the warning. I think its the same for lost masterwork items, but wouldn't swear on that. At least, I haven't seen a reaction from selling masterwork items. They might have been unhappy, but under the new stress system you have to really work at it to make them freak out.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Mord_Sith on May 08, 2016, 04:41:52 am
Perhaps; however, I'm leery to start selling off my craft goods now because one in three seem to be masterworks, which will ultimately cause freakouts, I sold four masterworks by one guy and he flipped his bananas pretty bad, didn't go full-blown spiral, but I can't stop looking at my finished goods stockpile and seeing a powder-keg ready to go off if not managed correctly.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Meph on May 08, 2016, 05:24:47 am
Boltgun... custom decorations work. What do you need?

(http://i.imgur.com/VU4XMFb.png)
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on May 08, 2016, 12:24:37 pm
Boltgun... custom decorations work. What do you need?

Right out of my head, 2x2 pentagrams, demonic and feminine statues, torture instruments, colored fires.

And upright adamantine swords...

Perhaps; however, I'm leery to start selling off my craft goods now because one in three seem to be masterworks, which will ultimately cause freakouts, I sold four masterworks by one guy and he flipped his bananas pretty bad, didn't go full-blown spiral, but I can't stop looking at my finished goods stockpile and seeing a powder-keg ready to go off if not managed correctly.

Did you assign them into team Evil? In this team you have less migrations and trading masterworks will cause this stress. You can fix that either by:
- making sure that the succubi are a slaver civ and generate a new world
- or going into you save (Dwarf Fortress/data/<save>/raw/object) and open entity_slaver_succubus with notepad++ or sublime text and removing [ITEM_THIEF].

Sieges will come out once you have produced enough goods. Friendly werebeast seems to be a DF bug, they are not friendly at all.

Some good suggestion here, buying sentient slaves could be a way to boost the population if you get no migration because you should be able to corrupt them. I'll keep that in mind.

BY the way, I'd like some data on FPS if possible. In particular how slower the game get while playing succubi in comparison to dwarves.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Meph on May 08, 2016, 01:31:09 pm
Any of this helpful?

(http://i.imgur.com/xs1HIo2.png)
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Mord_Sith on May 08, 2016, 01:58:09 pm
Perhaps; however, I'm leery to start selling off my craft goods now because one in three seem to be masterworks, which will ultimately cause freakouts, I sold four masterworks by one guy and he flipped his bananas pretty bad, didn't go full-blown spiral, but I can't stop looking at my finished goods stockpile and seeing a powder-keg ready to go off if not managed correctly.

Did you assign them into team Evil? In this team you have less migrations and trading masterworks will cause this stress. You can fix that either by:
- making sure that the succubi are a slaver civ and generate a new world
- or going into you save (Dwarf Fortress/data/<save>/raw/object) and open entity_slaver_succubus with notepad++ or sublime text and removing [ITEM_THIEF].

Sieges will come out once you have produced enough goods. Friendly werebeast seems to be a DF bug, they are not friendly at all.

Some good suggestion here, buying sentient slaves could be a way to boost the population if you get no migration because you should be able to corrupt them. I'll keep that in mind.

BY the way, I'd like some data on FPS if possible. In particular how slower the game get while playing succubi in comparison to dwarves.

Unless Masterwork's lying to me yes they've been assigned to team evil (set to slavers) and Goblins and Orcs show up as non-hostile on the embark screen.

Why are Succubi item thieves anyway out of curiosity?

I'm aware that wealth triggers invasions; however, the wealth of the fort should be pretty reasonable after a half-dozen Orich weapons and a bunch of iron armor and half a quad of stone finished goods that are currently being encrusted with the shells of the many pond turtles I've brutally murdered.


Addendum:

I just looked at the raw file for the save and it shows the following:
Quote
/// These two are toggled in one option, the Team. Can be "none, babysnatcher, itemthief, both". Option names are "civilized, savage, slaver, evil"
YES_BABYSNATCHER_SUCCUBUS[BABYSNATCHER]
!NO_ITEMTHIEF_SUCCUBUS!ITEM_THIEF]
Yet I get itemthief alerts with this save when traders take my masterworks away.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: cerevox on May 08, 2016, 03:29:15 pm
Okay, so I have started getting succubus sieges, while I am a succubus fort. The sieges pop in, and then in the next frame vanish. Its like the army has a value-radar they are using to target me, but when they arrive they realize I am part of their civ so they just leave. Single frame sieges can't be intended behavior.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Mord_Sith on May 08, 2016, 03:32:45 pm
Just had a convoy CROSS THE MAGMA POOL on the surface of my current location, setting fire and destroying countless trade goods because their pants were on fire when they got to the depot.

Also figured out why there was a spawn issue with the convoys, though I suspect that's because of DF core and not Succubi (I had my cart tunnel channeled out to within one square of the border and while the carts should have been able to spawn into that point, I suspect the ramps that were there weren't letting it.)
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Meph on May 08, 2016, 05:09:57 pm
Magma-proof clothing might be of need for succubi.

Okay, so I have started getting succubus sieges, while I am a succubus fort. The sieges pop in, and then in the next frame vanish. Its like the army has a value-radar they are using to target me, but when they arrive they realize I am part of their civ so they just leave. Single frame sieges can't be intended behavior.
Thats strange. What does the civ say when you press C? Any Succubi civ you are at war with?
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: cerevox on May 08, 2016, 06:28:40 pm
Only one succubus civ exists in this world, which is the one I am from.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Mord_Sith on May 08, 2016, 11:45:08 pm
Currently getting Wererat bards showing up after I've set up the tavern... and while they're "Guests" they start attacking everyone on sight, not sure if that's a MDF problem or a problem with the Succubi, again it's odd that I'm getting them showing up as friendlies though they were supposed to be at war with my civ based on the embark.

Addendum: The wererat's targets, when they turn, become player-controlled werebeasts; however, while the Succubi don't attack them, the frog demons rip the snot out of them the moment they see them, despite being non-hostile.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: cerevox on May 09, 2016, 02:12:20 am
There are some odd things treating the succubi as friendly. I have a veritable horde of undead blood-things outside my fort, all acting and marked as friendly. I think necromancers are reanimating blood splatters. I typically have a few troops go out and massacre them when they build up too much, my Lady of Pain alone had 85 undead bloodthing kills last time I checked, since they die to a single push or tap of anything. I forget the exact name, Undead Bloodgolem or somesuch.

I also had a wereape and werehorse attack, and all their victims acted as regular were-animals in that they went berserk hostile during the right moon phase and were regular citizens the rest of the time. I haven't had any guests show up as were-animals yet though, and when a cursed vampire guest shows up, it gives them away as a vamp in the announcement log so I can have them hacked up ASAP so can't say how they act.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Meph on May 09, 2016, 02:50:38 am
Ok, shit. I have to delete the werebeasts. Too many scholars, mercenaries, visitors.... who would have known?

Nothing with nightcreatures and titans in that regard?
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on May 09, 2016, 04:21:16 am
Okay, this is weird for me. According to the launcher, the succubi should be allied with orcs and gobs right? Because in your games they act as item thieves and are sided with necros and were beasts. The race is not designed to be item thieves. They can be for challenge but by default they are better off being babysnatchers only.

Also if you are allied with werebeast, they will always attack. They are crazed. And the home civ should never attack in any circumstances. Those are the limitations of making entities of crazy monsters. I can use your saves to figure more clearly what is going on there.

Likewise, if you get a necromancer (or something similar) who creates stuff that is opposed to life, it will be hostile. You can try capturing and corrupting the necro for fun but the creatures it rises will attack your citizens, that's a vanilla mechanic that can be weaponized with creature stockpiles and windows management.

Any of this helpful?

(http://i.imgur.com/xs1HIo2.png)

Very. The topmost statues are nice, the angel ones underneath are better off given to humans. While the torch has a perspective issue, the holes could be cracks in the ground.

I've being thinking about adding ornate furniture too: Mirrors, luxurious sofas, etc. contrasting with the blood and brimstone. If we could pick a style I'd go for art nouveau, but I doubt that there is any material in rpg format.

Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Meph on May 09, 2016, 05:51:59 am
Quote
I've being thinking about adding ornate furniture too: Mirrors, luxurious sofas, etc. contrasting with the blood and brimstone. If we could pick a style I'd go for art nouveau
Alright, I'll have a look. They will all have perspective issues though.

Ok, please let me know which ones in the tileset I posted are interesting and I create the building/override files. I assume they will all be decorations?

Colorful flames: Which colors? And 1x1, 2x2, 3x3?
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Mord_Sith on May 09, 2016, 04:37:59 pm
Okay, this is weird for me. According to the launcher, the succubi should be allied with orcs and gobs right? Because in your games they act as item thieves and are sided with necros and were beasts. The race is not designed to be item thieves. They can be for challenge but by default they are better off being babysnatchers only.

Also if you are allied with werebeast, they will always attack. They are crazed. And the home civ should never attack in any circumstances. Those are the limitations of making entities of crazy monsters. I can use your saves to figure more clearly what is going on there.

Likewise, if you get a necromancer (or something similar) who creates stuff that is opposed to life, it will be hostile. You can try capturing and corrupting the necro for fun but the creatures it rises will attack your citizens, that's a vanilla mechanic that can be weaponized with creature stockpiles and windows management.


You and me both, I'm supposed to be at war with the humans but they're creating a booming tourist industry in my dungeon, I even had necromancer artists show up and human poets wanting to hang out in my digs. The necros haven't created anything so I've largely left them alone, but when a WB shows up I send out a murder-crew of frogs, nightmares, and dogs to tear them asunder to prevent them from becoming werebeasts themselves.

Is there a place I can upload a save for MDF similar to the way DFFD allows bugged saves to be uploaded? I have two were-Succubi that have just turned back, I'm looking at sealing them into a box and trying to keep them there until they perish so I don't have to fight them and risk more of my dungeon.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Meph on May 09, 2016, 05:38:28 pm
You can uploaded them on DFFD.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: LMeire on May 09, 2016, 06:03:17 pm
That's vanilla behavior, entertainers and mercenaries go wherever they want without regard for diplomacy. A few months ago I got an entire troupe of goblin bards.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Mord_Sith on May 09, 2016, 06:24:22 pm
Alrighty; you'll find the save here: http://dffd.bay12games.com/file.php?id=12011
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: cerevox on May 09, 2016, 08:28:06 pm
The were-succubi are acting correctly that I can tell. They are berserk and attack anything during their change, but are regular citizens the rest of the time. Also, sealing them in the walls doesn't work. I tried that. Each change seems to reset their food/water/health levels, so they just live in the wall forever.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: vjmdhzgr on May 09, 2016, 09:34:58 pm
That's vanilla behavior, entertainers and mercenaries go wherever they want without regard for diplomacy. A few months ago I got an entire troupe of goblin bards.
Actually I believe Toady himself has specifically said that they won't visit civilizations they're at war with. However, having goblin bards doesn't mean bards from a goblin civilization. Goblins could easily end up in a human civilization and start a band. This is even more likely with humans joining a baby snatcher friendly civilization, as they specifically take humans and forcibly make them join their civilization. For the person with the human visitors in the succubus civ, I'd check the 'c' screen and see if humans are on it. If you haven't had any sieges from them either then not having them there means they're from some other civilization, and having them means they were, but if you have had a siege from them then it doesn't really mean anything both things are still possible.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on May 10, 2016, 03:27:33 am
Being hostile (red bar in the embark screen) is not the same as being at war. If you are simply hostile, you can get bards and mercenaries. I got a few dwarves an an elf slave too. My guess is that there is some personal opinion at play here that allow other races to stop by.

I had more humans than succubi in my vanilla fort, I guess they love going into hotels full of demon girls.  :P

The werecreature behaviour is the right one. When walled, they are pretty much immortal and succubi will not die of old age.

I'll check the save to make sure all the alignements are right.

Edit: In the newest DF version.
"Stopped masterpiece trading from causing artisans to suffer effects of art defacement" Well then...
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Meph on May 10, 2016, 06:00:45 am
Quote
Major bug fixes
   (*) Stopped masterpiece trading from causing artisans to suffer effects of art defacement
I came here to post the same. :D
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: cerevox on May 13, 2016, 04:27:36 pm
I don't think Succubus can make tributes, which makes mining a real PITA with the earth strikes back mod active. Unless I am just missing the option for them, which is certainly possible.

Edit: And every time I hit a living stone, the game crashes within a few frames, so its even worse than I had assumed.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Meph on May 13, 2016, 04:33:26 pm
Not Boltguns fault. I did that on purpose.

Dwarves can mine, can fight awakened stones, but also pacify them, they are great miners and mountaindwellers after all.
Succubi can mine, but have to fight the awakened stones.
Kobolds cant dig at all.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: cerevox on May 13, 2016, 05:43:09 pm
Finally managed to wake one up without it crashing the game. So far, all it has done is punch the miner once doing no real damage, then wander my fort smashing down doors. My succubi seem to ignore it, and it ignores them. All it cares about is breaking doors.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Meph on May 13, 2016, 08:16:47 pm
Boltgun, I have to sort the items in item_succubus.txt into other files.

TWBT is still reading out raws alphabetically and assigning numbers to items. If you look into item_armor.txt for example, I added my new plate armor at the very bottom, with a "NO TWBT YET" note on it.

Your items jumble up the order and all the ingame item sprites are mixed up. I just noticed that when I made a dagger and it looked like a flail. I will move all your items to the bottom of the fitting files; gloves in item_gloves, pants in item_pants, etc.

Just wanted to let you know.

EDIT: Ignore everything I just wrote. Easier solution: Rename item_succubus to item_z_succubus. Done. all fixed.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: cerevox on May 14, 2016, 02:10:17 am
So, in order to summon a tentacle monster, you need a drink and some Nightmare milk, generic milk doesn't work. If milk is standardized you can't summon tentacle monsters.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on May 14, 2016, 06:15:27 am
Finally managed to wake one up without it crashing the game. So far, all it has done is punch the miner once doing no real damage, then wander my fort smashing down doors. My succubi seem to ignore it, and it ignores them. All it cares about is breaking doors.

When a creature is a building destroyer, they are at war with furniture even if they do not care about people living around those.

Boltgun, I have to sort the items in item_succubus.txt into other files.

TWBT is still reading out raws alphabetically and assigning numbers to items. If you look into item_armor.txt for example, I added my new plate armor at the very bottom, with a "NO TWBT YET" note on it.

Your items jumble up the order and all the ingame item sprites are mixed up. I just noticed that when I made a dagger and it looked like a flail. I will move all your items to the bottom of the fitting files; gloves in item_gloves, pants in item_pants, etc.

Just wanted to let you know.

EDIT: Ignore everything I just wrote. Easier solution: Rename item_succubus to item_z_succubus. Done. all fixed.

Yes I had to rewrite some TWTB overrides in vanilla and made it follow item ids. Lots of work.

So, in order to summon a tentacle monster, you need a drink and some Nightmare milk, generic milk doesn't work. If milk is standardized you can't summon tentacle monsters.

I'll fix that asap and try to have it follow standardized settings.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Meph on May 14, 2016, 09:57:10 am
Already fixed it. Nightmares keep their special milk, no problem.

Reddit:
Quote
2 things I noticed while playing succubi in the latest MW version:
1) Succubi keep getting regular migration waves although they are supposed to only get the first 2 forced waves and then convince prisoners to join them.
2) Succubi have no access to their advanced alloys stygium and afelsteel. You can buy them in small amount from traders and abuse the melting exploit to get more but I think it would be more fun if succubi could smelt their own advanced metals. It just extremely painful to get 4 bars once per year from the caravan.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: cerevox on May 15, 2016, 02:42:29 pm
I know the Styg and Afel are currently trader only, Boltgun is still doing the method to make them on site, but I think it only says that in his vanilla succubus thread, so you wouldn't know unless you read both threads.

Migration is supposed to stop? It seems to follow your pop settings just fine.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Col_Jessep on May 16, 2016, 01:24:52 am
I've been playing Succubi for the last couple of forts and they are awesome! I quite like the idea of balancing easier access to magma with tougher room requirements. It keeps forts smaller, tidier and FPS friendly.

There are a couple of things I noticed:
I tried to summon a fell spirit via portal, which requires a bronze cage, rose gold and slade slabs, but it still showed the slabs red although they were in a stockpile right next to the summoning portal.

Tentacle monsters, spirits of fire and fell spirits all share the key shortcut [t] in the summoning portal.

Frog demons and decay brutes show up as 'citizens' in Dwarf Therapist. Some of the frog demons look as if the could haul items in DT but most have any work disabled. It doesn't seem to depend on them being children or adults or what profession they have.

I can turn human visitors in the tavern into devils with the Den of Inquiry. They don't become part of my civilisation - BUT if I accepted them as temporary citizens into my militia first they suddenly have all their jobs enabled. This seems to be a nice and quick way to generate some cheap human haulers who can also swing an axe. I like! =3
Maybe the other visitors should also become proper citizens for consistency?

Currently I'm on an embark with nagas, goblins and orcs as neighbors and they are all at peace with me. If it wasn't for the occasional werebeast or living stone I'd have no fights at all. Would it be possible to bump the hate factor for succubi up during world gen to get more enemies?


Fantastic mod, Boltgun! You managed to create a civ that is easy to pick up but different enough from dwarfs to be unique and interesting.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on May 16, 2016, 04:00:22 am
I know the Styg and Afel are currently trader only, Boltgun is still doing the method to make them on site, but I think it only says that in his vanilla succubus thread, so you wouldn't know unless you read both threads.

Migration is supposed to stop? It seems to follow your pop settings just fine.

Migrations waves are intended, it might stop if you set the civ as evil as you'll get no export values.

I should have told about the metals but I replied on reddit for clarifications.

Quote
I tried to summon a fell spirit via portal, which requires a bronze cage, rose gold and slade slabs, but it still showed the slabs red although they were in a stockpile right next to the summoning portal.

Did you setup burrows? There is bugs with those that prevent items to be properly selected. The next DF version will probably fix that.

Quote
Tentacle monsters, spirits of fire and fell spirits all share the key shortcut [t] in the summoning portal.

Will fix that asap.

Quote
Frog demons and decay brutes show up as 'citizens' in Dwarf Therapist. Some of the frog demons look as if the could haul items in DT but most have any work disabled. It doesn't seem to depend on them being children or adults or what profession they have.

They re treated with intelligence by DT even if they shouldn't. I'll try to make them truly intelligent next patch and make them haulers.

Quote
I can turn human visitors in the tavern into devils with the Den of Inquiry. They don't become part of my civilisation - BUT if I accepted them as temporary citizens into my militia first they suddenly have all their jobs enabled. This seems to be a nice and quick way to generate some cheap human haulers who can also swing an axe. I like! =3
Maybe the other visitors should also become proper citizens for consistency?

It's great and I am surprised that it work at all for citizens as it was designed for invaders. Corruption will be reworked in the near future.

Quote
Currently I'm on an embark with nagas, goblins and orcs as neighbors and they are all at peace with me. If it wasn't for the occasional werebeast or living stone I'd have no fights at all. Would it be possible to bump the hate factor for succubi up during world gen to get more enemies?

I cannot do that, you must embark with hostile neighbors. Activating invaders for your world will provide some proper chaos.

By the way, I streamed some df yesterday and TWBT crashed on me. A lot.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Meph on May 16, 2016, 04:05:36 am
Quote
I streamed some df yesterday and TWBT crashed on me. A lot.
Any details? I did not have any crashes with TWBT, except when zooming farther out than the max (which is known). Sure it was TWBT?
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on May 16, 2016, 04:23:35 am
First crash was as soon as I awaken a stone creature from digging, the second one I cannot tell. I was on a mountain and I guess new creatures entered the map.

Either way I had no crash anymore after going back to 2D.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Meph on May 16, 2016, 04:45:18 am
First crash was as soon as I awaken a stone creature from digging, the second one I cannot tell. I was on a mountain and I guess new creatures entered the map.

Either way I had no crash anymore after going back to 2D.
Interesting. Because people have been reporting crashes with TESB, the earth strikes back, after awakened stone happens. Not with TWBT. You think that the two scripts would clash somehow?
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Dirst on May 19, 2016, 12:57:59 am
First crash was as soon as I awaken a stone creature from digging, the second one I cannot tell. I was on a mountain and I guess new creatures entered the map.

Either way I had no crash anymore after going back to 2D.
Interesting. Because people have been reporting crashes with TESB, the earth strikes back, after awakened stone happens. Not with TWBT. You think that the two scripts would clash somehow?
I have a fix for the crashes associated The Earth Strikes Back, and it will be in the next Friday release of Masterwork (the bug was actually in DFHack).  What confuses me though is that in my testing I only ever got a crash immediately (very rare) or when the creature left the map... but players are describing slightly delayed crashes that I can't reproduce.

As far as I can tell, any Text-Will-Be-Text crashes are completely unrelated.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on May 19, 2016, 03:42:06 am
I have a fix for the crashes associated The Earth Strikes Back, and it will be in the next Friday release of Masterwork (the bug was actually in DFHack).  What confuses me though is that in my testing I only ever got a crash immediately (very rare) or when the creature left the map... but players are describing slightly delayed crashes that I can't reproduce.

As far as I can tell, any Text-Will-Be-Text crashes are completely unrelated.

Yes, those are probably unrelated and we may have to wait for an update for stability.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: chesse20 on May 19, 2016, 09:29:21 pm
un-retireing doesnt work with succubi. it makes you start a new exhibtion but everyone at the site who isnt a pet is hostile to you even the vistors in the tavern and they don't ever leave so you have to kill them or block them inside the tavern until they die of thirst
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: cerevox on May 19, 2016, 11:21:12 pm
Really? I have unretired a succubi fort before, although in the last patch, and the only thing broken was that every single cabinet had been un-built and were scattered around the fort.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on May 20, 2016, 03:31:07 am
Hostility is a bit wacky, depending on war and stuff. Incoming friends/enemies are neutral when they come in but the game might forget it if you unretire.

If it can be reproduced, it should be reported as a df bug.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on May 20, 2016, 05:57:01 pm
Progress report. A bunch of stuff as been imported, including the carpets and the bone/gem/glass forges. Those are limited to what you should find in the forges plus a few specific items.

These workshop will probably be redesign later on. Probably in the form of shaper shop, merging both crafting and forging into one workshop each. I'll add a flesh shaper to make items out of corpse and see what disgusting item will come out of this.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: cerevox on May 20, 2016, 07:51:56 pm
Sounds good. Glass in particular is something that I find myself using heavily in Succ forts. Probably because its easy for them to put their glass magma furnaces right on the sand collection spot. The image in my head for a succubi fort is a twisted glass and obsidian tower kind of like this...

Spoiler (click to show/hide)

Being able to mass produce obsidian and slade certainly helps, the glass and flesh shaper will help give it highlights.

Edit: Or this one...
Spoiler (click to show/hide)

Now I am looking at all these fantasy towers and want to make them all. So little time, so many towers.  :'(
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on May 22, 2016, 12:45:01 pm
Yes, glass or slade spire suits the succubi well. Bonus points for irregular and asymmetrical structures.

I went through a lot of minor features. The Toad demons has been made intelligent and DF handles that perfectly.

I did not see them haul yet but they can do labors and join the military. Since they cannot join the nobility as intended, you will need a mistress to lead them, but otherwise you can have squads of Toads armed with great axes. I did not try to make armor for them yet but that should be possible as you can size items now.

They are super bad at labor except mining and wood cutting, and have normal military skills progression. Oh, and you can play as a Toad demon adventurer too.

Among other things, you can make metal beds (you cannot select which metal but that'll be for DF 43.x), water and magma well reactions are fixed,and I coded a nasty surprise for those who play dwarves or kobolds. Ha ha ha...
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: chaosfiend on May 22, 2016, 01:17:38 pm
I went through a lot of minor features. The Toad demons has been made intelligent and DF handles that perfectly.

I did not see them haul yet but they can do labors and join the military. Since they cannot join the nobility as intended, you will need a mistress to lead them, but otherwise you can have squads of Toads armed with great axes. I did not try to make armor for them yet but that should be possible as you can size items now.

They are super bad at labor except mining and wood cutting, and have normal military skills progression. Oh, and you can play as a Toad demon adventurer too.

Hah! I wondered where those toad demons were coming from! Out of my three forts, each time ONLY toad demons have come to trade with My Kobolds of all things. Not even Kobold caravans are coming, but the Toad Demons come to trade copper goods and other stuff like clockwork.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: cerevox on May 22, 2016, 10:44:53 pm
Would it be possible to have horn and hoof covering weapons? Every now and then my troops are using them in battle instead of their regular weapons, and while hoof kicks do great for the civilians in fights vs wildlife, I would hope my alefsteel geared folks to actually use said alefsteel.

Also, succubus trained in dagger get the title "Inductee". I have 2x lvl12 dagger users, standing next to my lasherlords and such. It just seems a little silly.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on May 23, 2016, 03:37:58 am
Hah! I wondered where those toad demons were coming from! Out of my three forts, each time ONLY toad demons have come to trade with My Kobolds of all things. Not even Kobold caravans are coming, but the Toad Demons come to trade copper goods and other stuff like clockwork.

Only toads? That's strange but maybe the succubi are not eager to visit so they send their minions instead. Enjoy your copper.

Would it be possible to have horn and hoof covering weapons? Every now and then my troops are using them in battle instead of their regular weapons, and while hoof kicks do great for the civilians in fights vs wildlife, I would hope my alefsteel geared folks to actually use said alefsteel.

Also, succubus trained in dagger get the title "Inductee". I have 2x lvl12 dagger users, standing next to my lasherlords and such. It just seems a little silly.

I cannot do that. Do they have better biting (gore uses biting) and striking skill than they have with their weapons, they'll prefer to attack this way. I can add claw weapons to fill some gaps.

While DF uses hooves to calculate damage (which is why it is good in comparison to a dwarf), I don't remember DF using equipment. If it does, at least the afelsteel are adding to their punch.

Also dagger users get no title, sadly.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: cerevox on May 23, 2016, 07:18:17 pm
I think their skills with weapons are higher, but wouldn't swear on that. I had a few immigration waves with high skill soldiers, I assume from a war somewhere, so I just geared em up and let em loose.

On the toad caravans... Given that they can have up to triplets seemingly every few years, while succubus due to gender ratio are slow breeders, I wouldn't be surprised if the toads ended up being the majority of the succubus civ.

Edit: You can't put metal gear on the horns/hoofs, but could we perhaps change the materials to metal via in-game reaction? That could be one of the magic reactions perhaps? Turn your militaries horns to styg bronze or obsidian or something.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Jaso11111 on May 25, 2016, 01:41:15 pm
So, i bought 3 Ogres at embark, mostly for defense, but i discovered that they can in fact do all the task Succubuses can! They are also dressed in Succubus clothing, which leads to some very disturbing mental images...

Spoiler (click to show/hide)
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on May 26, 2016, 03:38:03 am
Yes, the succubi got a bunch of minions that now act as complete citizen with bad skill learning. They will wear clothes and that's all the succubi will give them, the mental image is the price to pay. ;)

I'll remove them, and leave only the Frog Demons in this role. Those pets obliterate FPS in adv mode.

Quote
Edit: You can't put metal gear on the horns/hoofs, but could we perhaps change the materials to metal via in-game reaction? That could be one of the magic reactions perhaps? Turn your militaries horns to styg bronze or obsidian or something.

I'll give that a try.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Meph on May 26, 2016, 03:40:13 am
No issues with building-destroyer pets?
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on May 26, 2016, 04:31:19 am
No issues with building-destroyer pets?

None so far, they use a the citizen ai which is completely different than pet or invader ai.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Jaso11111 on May 26, 2016, 05:22:38 am
Quote
I'll remove them
Aww i liked them :(
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: fedobear on May 26, 2016, 05:43:23 am
Is anybody else having issues with succubus mode crashes?

I have a recurring crash where I select a succubus-specific building to be built, it goes into building planner mode, and if I move the outline more than 4 squares in any direction it crashes, and sometimes it crashes outright when selecting the building.
Quicksaved just before it so I'm sure this is causing it.

Other important info: site was abandoned and reclaimed.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on May 26, 2016, 07:10:50 am
Is anybody else having issues with succubus mode crashes?

I have a recurring crash where I select a succubus-specific building to be built, it goes into building planner mode, and if I move the outline more than 4 squares in any direction it crashes, and sometimes it crashes outright when selecting the building.
Quicksaved just before it so I'm sure this is causing it.

Other important info: site was abandoned and reclaimed.

Uploading the save will help, did you try running the game by setting the display mode to 2D?

Quote
I'll remove them
Aww i liked them :(

Yeah, I am not willing to do this either. I must first check if the fps gain is worth it.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Meph on May 26, 2016, 09:45:57 am
Quote
I have a recurring crash where I select a succubus-specific building to be built, it goes into building planner mode, and if I move the outline more than 4 squares in any direction it crashes, and sometimes it crashes outright when selecting the building.
that reminds me of an old bug when people on linux/mac tried to use TTF... but no idea what could cause it now.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Kars on May 27, 2016, 01:39:09 am
What exactly is a decay brute?
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on May 27, 2016, 03:34:26 am
What exactly is a decay brute?

It's the Dunwich Horror, if you are familiar with Lovecraft.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Meph on May 27, 2016, 03:43:24 am
What exactly is a decay brute?

It's the Dunwich Horror, if you are familiar with Lovecraft.
Why not call it that?

Btw, everything is installed in 1.03, will release it today in a bit. Just cleaning up some minor things.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on May 27, 2016, 04:15:45 am
Why not call it that?

They were originally named Yog Shothoth spawns, made with the insane description from the story.

I shaved direct reference to Lovecraft many versions ago for more DF immersion, I guess hardcore fans might still recognize it.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: chaosfiend on May 27, 2016, 07:47:22 am
Why not call it that?

They were originally named Yog Shothoth spawns, made with the insane description from the story.

I shaved direct reference to Lovecraft many versions ago for more DF immersion, I guess hardcore fans might still recognize it.

I'm of the same mind as you Boltgun. While I liked having them called Shoggoths, Decay Brute still works fine enough, and is indeed a bit more 'lore friendly', as much as that term can be used for the mod as a whole. :P
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Meph on May 27, 2016, 07:58:23 am
Understood :)
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: chesse20 on May 27, 2016, 07:54:56 pm
i dont understand how any of the workshops that use magma work? what does it mean magma from below one of the 8 boundary tiles?
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: cerevox on May 27, 2016, 08:09:45 pm
On the first floor you need a workshop. At least one of the 8 tiles that are NOT the center tile, needs to have a hole below it, typically by using the channel command. On the floor below the workshop you need at least 4/7 magma level under that hole.

Edit: Well, frog demons are amusing now. Apparently no labors, but they can join the military. They also seem to have a bit of an obsession with washing themselves. I assume because they are constantly generating oil, and now that they are citizens they feel the need to be clean.

Edit2: When deprived of a way to clean themselves, all the frog demons do is sleep in the dorm. They stop eating and drinking completely. Just sleeping till they dehydrate to death.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Meph on May 28, 2016, 01:04:35 am
Workshops that need magma due to dfhack must be build near it. Either above with a channel, or next to a pit with it. Like a building right next to a river for water.

Boltgun:
Code: [Select]
// Glass
// Clear
[REACTION:CLEAR_GLASS_ITEM_WEAPON_BOW]
[NAME:Make clear glass bow]
[DESCRIPTION:Turns 3 pieces of clear glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:CLEAR_GLASS]
[CATEGORY_NAME:Clear Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from clear glass]
[CATEGORY_KEY:CUSTOM_G]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_B]
[REAGENT:A:3:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_BOW:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]

[REACTION:CLEAR_GLASS_ITEM_WEAPON_WHIP]
[NAME:Make clear glass whip]
[DESCRIPTION:Turns 3 pieces of clear glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:CLEAR_GLASS]
[CATEGORY_NAME:Clear Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from clear glass]
[CATEGORY_KEY:CUSTOM_G]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_W]
[REAGENT:A:3:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_WHIP:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]

[REACTION:CLEAR_GLASS_ITEM_WEAPON_WHIP_BLADE]
[NAME:Make clear glass blade whip]
[DESCRIPTION:Turns 3 pieces of clear glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:CLEAR_GLASS]
[CATEGORY_NAME:Clear Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from clear glass]
[CATEGORY_KEY:CUSTOM_G]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_B]
[REAGENT:A:3:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_WHIP_BLADE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]

[REACTION:CLEAR_GLASS_ITEM_WEAPON_PITCHFORK]
[NAME:Make clear glass pitchfork]
[DESCRIPTION:Turns 5 pieces of clear glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:CLEAR_GLASS]
[CATEGORY_NAME:Clear Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from clear glass]
[CATEGORY_KEY:CUSTOM_G]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_B]
[REAGENT:A:5:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_PITCHFORK:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]

[REACTION:CLEAR_GLASS_ITEM_ARMOR_CORSET]
[NAME:Make clear glass corset]
[DESCRIPTION:Turns 3 pieces of clear glass into armor.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:CLEAR_GLASS]
[CATEGORY_NAME:Clear Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from clear glass]
[CATEGORY_KEY:CUSTOM_G]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_C]
[REAGENT:A:3:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_CORSET:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]

// Cristal
[REACTION:GLASS_CRYSTAL_ITEM_WEAPON_BOW]
[NAME:Make crystal glass bow]
[DESCRIPTION:Turns 3 pieces of crystal glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_CRYSTAL]
[CATEGORY_NAME:Crystal Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from crystal glass]
[CATEGORY_KEY:CUSTOM_C]
[REAGENT:A:3:ROUGH:NONE:GLASS_CLEAR:NONE]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_B]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_BOW:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]

[REACTION:GLASS_CRYSTAL_ITEM_WEAPON_WHIP]
[NAME:Make crystal glass whip]
[DESCRIPTION:Turns 3 pieces of crystal glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_CRYSTAL]
[CATEGORY_NAME:Crystal Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from crystal glass]
[CATEGORY_KEY:CUSTOM_C]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_W]
[REAGENT:A:3:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_WHIP:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]

[REACTION:GLASS_CRYSTAL_ITEM_WEAPON_WHIP_BLADE]
[NAME:Make crystal glass blade whip]
[DESCRIPTION:Turns 3 pieces of crystal glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_CRYSTAL]
[CATEGORY_NAME:Crystal Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from crystal glass]
[CATEGORY_KEY:CUSTOM_C]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_B]
[REAGENT:A:3:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_WHIP_BLADE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]

[REACTION:GLASS_CRYSTAL_ITEM_WEAPON_PITCHFORK]
[NAME:Make crystal glass pitchfork]
[DESCRIPTION:Turns 5 pieces of crystal glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_CRYSTAL]
[CATEGORY_NAME:Crystal Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from crystal glass]
[CATEGORY_KEY:CUSTOM_C]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_B]
[REAGENT:A:5:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_PITCHFORK:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]

[REACTION:GLASS_CRYSTAL_ITEM_ARMOR_CORSET]
[NAME:Make crystal glass corset]
[DESCRIPTION:Turns 3 pieces of crystal glass into armor.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_CRYSTAL]
[CATEGORY_NAME:Crystal Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from crystal glass]
[CATEGORY_KEY:CUSTOM_C]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_C]
[REAGENT:A:3:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_CORSET:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]

// Green
[REACTION:GLASS_GREEN_ITEM_WEAPON_BOW]
[NAME:Make green glass bow]
[DESCRIPTION:Turns 3 pieces of green glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_GREEN]
[CATEGORY_NAME:Green Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from green glass]
[CATEGORY_KEY:CUSTOM_SHIFT_B]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_B]
[REAGENT:A:3:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_BOW:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]

[REACTION:GLASS_GREEN_ITEM_WEAPON_WHIP]
[NAME:Make green glass whip]
[DESCRIPTION:Turns 3 pieces of green glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_GREEN]
[CATEGORY_NAME:Green Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from green glass]
[CATEGORY_KEY:CUSTOM_E]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_W]
[REAGENT:A:3:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_WHIP:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]

[REACTION:GLASS_GREEN_ITEM_WEAPON_WHIP_BLADE]
[NAME:Make green glass blade whip]
[DESCRIPTION:Turns 3 pieces of green glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_GREEN]
[CATEGORY_NAME:Green Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from green glass]
[CATEGORY_KEY:CUSTOM_E]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_B]
[REAGENT:A:3:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_WHIP_BLADE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]

[REACTION:GLASS_GREEN_ITEM_WEAPON_PITCHFORK]
[NAME:Make green glass pitchfork]
[DESCRIPTION:Turns 5 pieces of green glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_GREEN]
[CATEGORY_NAME:Green Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from green glass]
[CATEGORY_KEY:CUSTOM_E]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_B]
[REAGENT:A:5:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_PITCHFORK:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]

[REACTION:GLASS_GREEN_ITEM_ARMOR_CORSET]
[NAME:Make green glass corset]
[DESCRIPTION:Turns 3 pieces of green glass into armor.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_GREEN]
[CATEGORY_NAME:Green Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from green glass]
[CATEGORY_KEY:CUSTOM_E]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_C]
[REAGENT:A:3:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_CORSET:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]

All three glass types, clear/green/crystal, need clear glass as reagent.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: cerevox on May 28, 2016, 01:36:21 am
This is just the strangest fort. I have an imp with all hauling turned on. I have a frog demon with Blacksmithing and Setting Bones and hauling enabled. I also have a frog demon with nothing enabled. The nothing frog came out of a caravan cage, so perhaps that had something to do with it. The frog with a few skills turned on came with migrants.

I also have deep ones in my cavern and an elder god made a pass through my fort, and was luckily driven off by the fire when he casually backhanded a succubus into paste after he murdered all my nightmares. Sadly, her corpse was incinerated in the fire, requiring a slab. No proper burial for the heroine  :'(

Oh, and the frog demons are embarrassed that they are all naked, which luckily, makes no difference because stressing out people with the new stress system is nigh impossible.

Also, I noticed a while ago but never really commented...Is it intended that you can use a wooden corkscrew in your underworld drill?

Edit: It got stranger. I had a were tortise attack. Died in a corpse fire after his first kill, but every succubus in sight range of the death froze up. Not temp wise, they just stopped doing anything and stood still for about a month before suddenly re-activating.

Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on May 28, 2016, 05:22:01 am
Okay I'll fix the forge reactions. I'll move frog demon secretions to exertion, so they will not be covered in oil all the time but only while running and fighting, perhaps I'll make them spit poison too at people they don't like. ANd I'll make them 100% bashful like succubi so they do not mind being butt naked. Maybe that'll fix the sleep-to-death bug.

I had the exact situation with Cheese man. They killed a miner and she bursted into flames. The mechanics seems that the game decided that all succubi tissues are hot as the sun and their fire immunity is lifted on the corpse so it explodes. The corpse is kept in vanilla but in generic tissues in masterwork does that. On the good side, you do not need coffins.

Any attempts at making building pieces more specific caused the game to bug and made the building impossible to assemble. So wooden corkscrew will let you drill slade I guess, because demons.

About the weretortoise: It is likely that the succubi were in mental shock at the death, even if it's te enemy. A month is crazy long but not impossible.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Meph on May 28, 2016, 05:49:18 am
Quote
sleep-to-death bug.
Do they have NOSTUN? I remember an old bug with units having NOSTUN being unable to wake up, because the first tick after sleeping they should be stunned. (weird vanilla DF behaviour)

Quote
. The corpse is kept in vanilla but in generic tissues in masterwork does that.
Ups... I can fix that, if you want. Or you keep burning corpses.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on May 28, 2016, 05:58:54 am
Burning corpses are alright, it is cooler that demons get no graves.

And yes, frogs got nostun, mystery solved. I'll add NOSLEEP.

By the way, I stopped trying to fix magic syndromes, this is not working in the current version of dfhack. Instead I am porting the altar of nightmares so you can summon firestorms while making invaders crazy. Next will be the soul gathering/eating system and maybe we'll get magic back.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Meph on May 28, 2016, 08:52:33 am
Sounds good.

I'll add the old soul system back, I kinda liked it. And it will come in handy for the Necromancers.

Edit:
Quote from: on reddit
I'm not sure if I'm doing something wrong, but Frog Demons seem to die of dehydration no matter what I do. They get hungry and thirsty but don't eat or drink, and nobody gives them any food or drink.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Needs More Pickles on May 29, 2016, 08:22:55 am
I decided to check out Masterwork a couple days ago and playing as succubi is very interesting. I've noticed a couple things that look like bugs but may not be:
The Magma Well creates magma in every visible tile in its radius, even solid walls. The first batch of magma also doesn't fall if it's created in open space with no floor.
When making magma drinks at a still, it seems to remove magma from the source tile(s) in a way that doesn't cause any more magma to flow in and replace it. I had to do some engineering with a floodgate and pressure plate to keep the supply flowing.
The summoning workshop seems to not allow construction with the top left tile of the impassable U over an empty space. I'm not sure if there's something special about that tile, but the other 4 impassable tiles can be built over a magma hole just fine.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Naltharial on May 29, 2016, 12:47:40 pm
maybe we'll get magic back

And all will be right with the world again. :)

Succubi are by far my favorite race to play in Masterwork, mostly the unorthodox approach to not have steel in any significant measure. It really makes you play differently then Yet Another Steel Fort.

Any additions to the Succubi are good additions. Particulary such that deviate away from the "standard" approach - I'm not terribly in favor of adding things like "afelsteel", because it seems to me to just be a way to bring it back to good old dwarven steel. Maybe soul-enchanted/gem-encrusted "plate" leather (http://www.kultofathena.com/product.asp?item=LP100505&name=Veterans+Leather+Armour+-+Black), with accessories (http://www.kultofathena.com/product.asp?item=LP100301&name=Warriors+Single+Pauldron+-+Black).

But, I'm being picky, so thanks again to everyone working on making Masterwork a brilliant experience.  ;D
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: cerevox on May 29, 2016, 04:13:22 pm
The first batch of magma also doesn't fall if it's created in open space with no floor.

The magma won't flow on sterile tile either. It seems that the when the magma is created, the game isn't fully aware its there until something makes it take a look at the tile again, like a vermin, something trying to grow there, other fluids interacting. Something like that. Otherwise it just sits there forever.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: endlessblaze on May 31, 2016, 10:17:26 pm
do the succbi have anything they can write on yet? pigtails and paprus don't seem to work.

Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: cerevox on May 31, 2016, 10:19:05 pm
Succubus are parchment only, they can't make paper, and parchment production is a serious effort, so don't expect to be making any big libraries with them.

Edit: I should point out, if you buy regular paper you can use it. Succubus just can't produce it themselves.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: endlessblaze on May 31, 2016, 10:53:53 pm
then I hope the caravan starts sending some......I want my demonic library!

with any luck might even get secrets in it.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: cerevox on May 31, 2016, 11:24:35 pm
Parchment is doable, if you put in the effort. Its just you have to use flux stone to make quicklime through a 3 step process(flux stone -> quicklime(kiln) - > milk of lime(ashery)), then use it on a recently butchered hide before it gets tanned. And you also pretty much need to do the scroll route, since you can't bind books. You can turn the parchment into quires, and they do seem to use it, but it is my understanding that quires that never become books are somehow lacking, but I have no evidence to back that.

Caravans will typically bring 10-20 sheets if you ask for them, and about 10 codexs, so that will be a very slow build. If you just want to max out bookcount without making them, make a tavern and then murder the guests. Poets often arrive carrying 1-3 books and as far as I can tell there are no real repercussions to mass murder of guests.

Also, the secrets of life and death can only be orignally written in worldgen, you can't write them yourself in a fort. However, if you fort gets attacked by a necromancer, he may carry his book of secrets, which you can acquire, and while your scholars can't originate the secrets, they can copy them and a copy of the secrets works just fine. You can also retire a fort, play as adventure to get secrets, travel to fort, retire or otherwise deposit the secrets, and then reactive the fort to gain secrets.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on June 01, 2016, 02:42:30 am
This reminds me that I need to add tablets and a stone equivalent of bamboo scrolls (http://i01.i.aliimg.com/img/pb/260/163/821/821163260_455.jpg). I'll try to insert that for this friday or the next.

(1 stone -> 1 tablet, 1 stone + 1 String -> 3 scrolls)

Once I get magic to work, I also plan to have it written down for adventurers to learn.

Edit: Depending of how well syndromes work, nudist squads might be a thing in the near future. ;)

I'll need some help for the next updates. Since I cannot invoke sieges at will, testing is getting really hard. So if you have an invasion, I'd love you to zip a save and send it my way. The best would be to have a dwarf or human siege with their campfire and an undead attack.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Jaso11111 on June 01, 2016, 09:03:36 am
So, is Black Bronze the best non-candy material the Succubus have access to?
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: twryst on June 01, 2016, 01:35:07 pm
Partially unrelated, but related:
@Boltgun, I totally would watch you streaming your modding/testing on twitch if you do that again!

Godspeed,
-twryst
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: cerevox on June 01, 2016, 01:38:13 pm
Afelsteel is the best, but heavy. Stygnian bronze is like lighter bronze and thus decent, although most weapons metals go through it.

Black bronze is not weapons grade, perhaps you meant bismuth bronze which is identical to normal bronze?
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: endlessblaze on June 01, 2016, 02:38:37 pm
This reminds me that I need to add tablets and a stone equivalent of bamboo scrolls (http://i01.i.aliimg.com/img/pb/260/163/821/821163260_455.jpg). I'll try to insert that for this friday or the next.

(1 stone -> 1 tablet, 1 stone + 1 String -> 3 scrolls)

Once I get magic to work, I also plan to have it written down for adventurers to learn.

Edit: Depending of how well syndromes work, nudist squads might be a thing in the near future. ;)

I'll need some help for the next updates. Since I cannot invoke sieges at will, testing is getting really hard. So if you have an invasion, I'd love you to zip a save and send it my way. The best would be to have a dwarf or human siege with their campfire and an undead attack.

that looks neat.

how do you plan to get scubbi to write down there magic?
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on June 02, 2016, 02:54:35 am
that looks neat.

how do you plan to get scubbi to write down there magic?

It is not possible to get them into writing a slab of power, so you'll be able to produce some 'sealed magic scroll'. You'll have a reaction in adv mode that is 'unseal magic scroll' that a script will catch which in order to apply the right power.

Partially unrelated, but related:
@Boltgun, I totally would watch you streaming your modding/testing on twitch if you do that again!

Godspeed,
-twryst

I'll try to do that this weekend, depending of my agenda: a stream that will be half development and half continuing the love hotel, the first floor is done and we must go higher.

If you are really interested I'll archive it on youtube too.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: chaosfiend on June 02, 2016, 03:16:16 am
I'd love to see your stuff on youtube, for certain!
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: BlakMajiK on June 02, 2016, 09:44:07 am
Whenever I butcher a summoned orthus, the game crashes. Orthus I embarked with butchered fine.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Meph on June 03, 2016, 11:17:21 am
I added the changes you send me; and I fixed the glass reactions (crystal/green was clear glass):
Code: [Select]
// Cristal
[REACTION:GLASS_CRYSTAL_ITEM_WEAPON_BOW]
[NAME:Make crystal glass bow]
[DESCRIPTION:Turns 3 pieces of crystal glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_CRYSTAL]
[CATEGORY_NAME:Crystal Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from crystal glass]
[CATEGORY_KEY:CUSTOM_C]
[REAGENT:A:3:ROUGH:NONE:GLASS_CRYSTAL:NONE]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_B]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_BOW:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]

[REACTION:GLASS_CRYSTAL_ITEM_WEAPON_WHIP]
[NAME:Make crystal glass whip]
[DESCRIPTION:Turns 3 pieces of crystal glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_CRYSTAL]
[CATEGORY_NAME:Crystal Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from crystal glass]
[CATEGORY_KEY:CUSTOM_C]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_W]
[REAGENT:A:3:ROUGH:NONE:GLASS_CRYSTAL:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_WHIP:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]

[REACTION:GLASS_CRYSTAL_ITEM_WEAPON_WHIP_BLADE]
[NAME:Make crystal glass blade whip]
[DESCRIPTION:Turns 3 pieces of crystal glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_CRYSTAL]
[CATEGORY_NAME:Crystal Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from crystal glass]
[CATEGORY_KEY:CUSTOM_C]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_B]
[REAGENT:A:3:ROUGH:NONE:GLASS_CRYSTAL:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_WHIP_BLADE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]

[REACTION:GLASS_CRYSTAL_ITEM_WEAPON_PITCHFORK]
[NAME:Make crystal glass pitchfork]
[DESCRIPTION:Turns 5 pieces of crystal glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_CRYSTAL]
[CATEGORY_NAME:Crystal Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from crystal glass]
[CATEGORY_KEY:CUSTOM_C]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_B]
[REAGENT:A:5:ROUGH:NONE:GLASS_CRYSTAL:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_PITCHFORK:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]

[REACTION:GLASS_CRYSTAL_ITEM_ARMOR_CORSET]
[NAME:Make crystal glass corset]
[DESCRIPTION:Turns 3 pieces of crystal glass into armor.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_CRYSTAL]
[CATEGORY_NAME:Crystal Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from crystal glass]
[CATEGORY_KEY:CUSTOM_C]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_C]
[REAGENT:A:3:ROUGH:NONE:GLASS_CRYSTAL:NONE]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_CORSET:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]

// Green
[REACTION:GLASS_GREEN_ITEM_WEAPON_BOW]
[NAME:Make green glass bow]
[DESCRIPTION:Turns 3 pieces of green glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_GREEN]
[CATEGORY_NAME:Green Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from green glass]
[CATEGORY_KEY:CUSTOM_SHIFT_B]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_B]
[REAGENT:A:3:ROUGH:NONE:GLASS_GREEN:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_BOW:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]

[REACTION:GLASS_GREEN_ITEM_WEAPON_WHIP]
[NAME:Make green glass whip]
[DESCRIPTION:Turns 3 pieces of green glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_GREEN]
[CATEGORY_NAME:Green Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from green glass]
[CATEGORY_KEY:CUSTOM_E]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_W]
[REAGENT:A:3:ROUGH:NONE:GLASS_GREEN:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_WHIP:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]

[REACTION:GLASS_GREEN_ITEM_WEAPON_WHIP_BLADE]
[NAME:Make green glass blade whip]
[DESCRIPTION:Turns 3 pieces of green glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_GREEN]
[CATEGORY_NAME:Green Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from green glass]
[CATEGORY_KEY:CUSTOM_E]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_B]
[REAGENT:A:3:ROUGH:NONE:GLASS_GREEN:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_WHIP_BLADE:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]

[REACTION:GLASS_GREEN_ITEM_WEAPON_PITCHFORK]
[NAME:Make green glass pitchfork]
[DESCRIPTION:Turns 5 pieces of green glass into a weapon.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_GREEN]
[CATEGORY_NAME:Green Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from green glass]
[CATEGORY_KEY:CUSTOM_E]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_B]
[REAGENT:A:5:ROUGH:NONE:GLASS_GREEN:NONE]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_PITCHFORK:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]

[REACTION:GLASS_GREEN_ITEM_ARMOR_CORSET]
[NAME:Make green glass corset]
[DESCRIPTION:Turns 3 pieces of green glass into armor.]
[DESCRIPTION:]
[DESCRIPTION:Uses glassmaking skill]
[CATEGORY:GLASS_GREEN]
[CATEGORY_NAME:Green Glass]
[CATEGORY_DESCRIPTION:Weapons and armor made from green glass]
[CATEGORY_KEY:CUSTOM_E]
[BUILDING:GLASSFORGE:CUSTOM_SHIFT_C]
[REAGENT:A:3:ROUGH:NONE:GLASS_GREEN:NONE]
[PRODUCT:100:1:ARMOR:ITEM_ARMOR_CORSET:GET_MATERIAL_FROM_REAGENT:A:NONE]
[SKILL:GLASSMAKER]

Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on June 03, 2016, 03:26:03 pm
Thank you, I slapped my head today when I figured that I forgot those.

Anyway I confirm the bug where an orthus can be butchered but a summoned one causes the game to crash. I need to confirm this in vanilla with other creatures to figure the cause.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: endlessblaze on June 03, 2016, 03:35:07 pm
pure speculation here, but could the issue be with df hack? considering its only the summoned one that causes the crash it might have to do with spawn unit not flipping on some variable.

I would compare the othruses (orthri?) with gui/gm-editor and compare all the information.



you probably already had this entire chain of thought though.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: chaosfiend on June 03, 2016, 03:40:39 pm
I'm just wondering cause I neer saw anything about it in this thread at a glance, but are Succubi supposed to be able to take HFS with them on Embark? I was playing with a 2500 point embark, I had about 30 options for embarking with various HFS for 1001 points a piece.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: cerevox on June 03, 2016, 03:48:50 pm
You can summon HFS from the summoning pit just like any other pet, so bringing them from embark does kinda make sense.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Dirst on June 03, 2016, 04:00:27 pm
pure speculation here, but could the issue be with df hack? considering its only the summoned one that causes the crash it might have to do with spawn unit not flipping on some variable.

I would compare the othruses (orthri?) with gui/gm-editor and compare all the information.



you probably already had this entire chain of thought though.
There was a bug in create-unit.lua, but it affected wild animals, not domesticated ones.  If the creature was spawned with the domesticated option then it shouldn't be the cause of the crash.  But worth checking that it was, in fact, domesticated.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: cerevox on June 04, 2016, 12:10:19 am
Quite a few new pets. One of them was Blizzard Men for 1 point. Turns out, Blizzard Men are 95% citizens, they can do everything but be nobles. This is possibly a mite overpowered.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: chaosfiend on June 07, 2016, 05:46:18 pm
Alright, I have a pretty severe bug going on in my succubi fort. As soon as I try to do a ctr+alt+s save, (which I do alot cause of crashes), the game, in some sort of sick coincidence, crashes. :/

Here is the save if anyone wants to try figure it out.

https://www.dropbox.com/sh/up4l54adptz22zb/AAB0G3d6NlBH9hmlxQBovX2ya?dl=0

EDIT: Same happens if I do the Quicksave Command in dfhack. Run the game for a minute and then try to save and it should crash
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Meph on June 07, 2016, 06:15:17 pm
Dfhack is starting to get on my nerves. I'm really sorry Chaosfiend, but practically none of the dfhack bugreports help in the Masterwork forum; the crashes are related to dfhack and should be made in the dfhack thread.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: chaosfiend on June 07, 2016, 11:41:12 pm
Well, its not just DFhack. Its the game in general that just crashes after about 5 minutes of gameplay as well. Probly DFhack related as well?

EDIT: sigh, and another Succubus fort bites the dust due to DfHack before I can even get through a year. This is agonizing that I can't seem to continue past a few months with Succubi. >.<
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on June 08, 2016, 02:45:35 am
You can summon HFS from the summoning pit just like any other pet, so bringing them from embark does kinda make sense.

That would make the game too easy as they'll pop up in caravan as well. I'm trating them like masterwork armor for now, rare except when you have them made because your fort is special.

Quite a few new pets. One of them was Blizzard Men for 1 point. Turns out, Blizzard Men are 95% citizens, they can do everything but be nobles. This is possibly a mite overpowered.

Keep reporting pets you see available for 1 point, they lack a defined value and should be fixed.

Well, its not just DFhack. Its the game in general that just crashes after about 5 minutes of gameplay as well. Probly DFhack related as well?

EDIT: sigh, and another Succubus fort bites the dust due to DfHack before I can even get through a year. This is agonizing that I can't seem to continue past a few months with Succubi. >.<

I'll make random guesses but mdf is indeed a lot less stable than with vanilla. Perhaps it's the higher number of creatures and stuff that make it more prone to hit a bug. So far disabling twbt and be careful of spawned creatures (do not butcher summoned animals) make it more stable.

I'm sure the system is at play, I'll run your save and see what's up.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Meph on June 08, 2016, 04:49:31 am
Well, its not just DFhack. Its the game in general that just crashes after about 5 minutes of gameplay as well. Probly DFhack related as well?

EDIT: sigh, and another Succubus fort bites the dust due to DfHack before I can even get through a year. This is agonizing that I can't seem to continue past a few months with Succubi. >.<
Smake reported to me that he had a lot of crashes with TWBT, but NONE without TWBT.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on June 08, 2016, 07:18:20 am
Well, its not just DFhack. Its the game in general that just crashes after about 5 minutes of gameplay as well. Probly DFhack related as well?

EDIT: sigh, and another Succubus fort bites the dust due to DfHack before I can even get through a year. This is agonizing that I can't seem to continue past a few months with Succubi. >.<
Smake reported to me that he had a lot of crashes with TWBT, but NONE without TWBT.

Same for me, except that twbt does not crash in my vanilla build. Either the version you have is different or having more graphics causes the crash. I could not eliminate clues enough to make a bug report.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: chaosfiend on June 08, 2016, 11:32:05 am
Damn...so other than the fact it might be TWBT, no real idea what causes the crashes?
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Meph on June 08, 2016, 02:02:10 pm
Quote
Same for me, except that twbt does not crash in my vanilla build. Either the version you have is different or having more graphics causes the crash. I could not eliminate clues enough to make a bug report.
It does have more tilesets... I could get the number down a bit by merging them, but I'd have to redo all the override files. :/
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on June 08, 2016, 02:39:25 pm
Damn...so other than the fact it might be TWBT, no real idea what causes the crashes?

I confirm that your save crash if you quick save. Normal saving through the menu is working so is playing in 2D.

Just to be sure I copied over the dfhack plugin from my vanilla build and now it saves without crashing.

So try this :
- Download this (http://dffd.bay12games.com/file.php?id=8000)
- Copy the hack/plugin folder
- Paste it into your masterwork's Dwarf Fortress/hack folder, overwrite everything.

Tell us if it still crashes.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: chaosfiend on June 08, 2016, 11:54:17 pm
have not gotten around to your workaround yet, but in a new game, (without TWBT thats running fine), I found a fairly big succubus bug for the food industry. Succubi's Millstone reactions are screwed up. I try and Make specific Flours, and the reaction runs...but I get an empty bag and seeds only.

EDIT: Also, does the archeologist have a high fail chance for the succubi or something? I been through 4 relics with no fun stuff dropping out of the relics at all.

EDIT 2: Alright, I did your Fix, replacing the Masterwork hack/plugin folder. While playing without TWBT allowed the game to run without crashing idly for ten minutes, as soon as I did a crt-alt-s, the game crashed again for me still.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on June 12, 2016, 10:52:28 am
EDIT 2: Alright, I did your Fix, replacing the Masterwork hack/plugin folder. While playing without TWBT allowed the game to run without crashing idly for ten minutes, as soon as I did a crt-alt-s, the game crashed again for me still.

Yes, I also confirmed on stream that replacing the plugin does not make MDF more stable.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Meph on June 12, 2016, 05:41:57 pm
It would help so much to finally figure out why people have crashes... as soon as I know what it is, I can fix it. But without a source, I cant do anything. Its maddening. :/
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: chesse20 on June 12, 2016, 10:55:34 pm
maybe for the succubi the land generation would be diffrent so that the adamatine would be generated in the sky, and if you dug to far up it would break a hole in heaven which would lead to your fortress being attacked by angels which are the same as demons but good so they are evil to succubi
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Dirst on June 12, 2016, 11:12:19 pm
maybe for the succubi the land generation would be diffrent so that the adamatine would be generated in the sky, and if you dug to far up it would break a hole in heaven which would lead to your fortress being attacked by angels which are the same as demons but good so they are evil to succubi
It would be awesome if the game supported embarking into the first cavern or something, so that you'd have to dig up to the surface world, but at the moment it does not.

To get closer to your suggestion, a siege of angel-like beings would spawn when a Succubi fort breached the surface.  That would make it a bit difficult to interact with other civs, though.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on June 13, 2016, 08:03:42 am
maybe for the succubi the land generation would be diffrent so that the adamatine would be generated in the sky, and if you dug to far up it would break a hole in heaven which would lead to your fortress being attacked by angels which are the same as demons but good so they are evil to succubi
It would be awesome if the game supported embarking into the first cavern or something, so that you'd have to dig up to the surface world, but at the moment it does not.

To get closer to your suggestion, a siege of angel-like beings would spawn when a Succubi fort breached the surface.  That would make it a bit difficult to interact with other civs, though.

I wish I could do that, I hoped that you could embark in hell and dig your way up. You'd meet races and going to high will start human invasions. It would not be as damaging as breaching the HFS, but you'd get yearly sieges.

Also you'd have troubles with warlocks summoning your succubi away, or priests using rituals to weaken your fort.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Meph on June 13, 2016, 09:44:52 am
maybe for the succubi the land generation would be diffrent so that the adamatine would be generated in the sky, and if you dug to far up it would break a hole in heaven which would lead to your fortress being attacked by angels which are the same as demons but good so they are evil to succubi
It would be awesome if the game supported embarking into the first cavern or something, so that you'd have to dig up to the surface world, but at the moment it does not.

To get closer to your suggestion, a siege of angel-like beings would spawn when a Succubi fort breached the surface.  That would make it a bit difficult to interact with other civs, though.

I wish I could do that, I hoped that you could embark in hell and dig your way up. You'd meet races and going to high will start human invasions. It would not be as damaging as breaching the HFS, but you'd get yearly sieges.

Also you'd have troubles with warlocks summoning your succubi away, or priests using rituals to weaken your fort.
Well, we have a teleport script, which transfers items and units... embark as succubi, instantly teleport everything, unreveal the surface, and run rev-flood to reveal the cavern you were teleported to. (or HFS, as you like)
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on June 13, 2016, 10:40:23 am
maybe for the succubi the land generation would be diffrent so that the adamatine would be generated in the sky, and if you dug to far up it would break a hole in heaven which would lead to your fortress being attacked by angels which are the same as demons but good so they are evil to succubi
It would be awesome if the game supported embarking into the first cavern or something, so that you'd have to dig up to the surface world, but at the moment it does not.

To get closer to your suggestion, a siege of angel-like beings would spawn when a Succubi fort breached the surface.  That would make it a bit difficult to interact with other civs, though.

I wish I could do that, I hoped that you could embark in hell and dig your way up. You'd meet races and going to high will start human invasions. It would not be as damaging as breaching the HFS, but you'd get yearly sieges.

Also you'd have troubles with warlocks summoning your succubi away, or priests using rituals to weaken your fort.
Well, we have a teleport script, which transfers items and units... embark as succubi, instantly teleport everything, unreveal the surface, and run rev-flood to reveal the cavern you were teleported to. (or HFS, as you like)

I could do that, but I wonder where the caravans will spawn. Maybe I'll wait until the myth update or embark scenarios is out and see if it add more diversity. After all dwarves themselves should get the option to start underground too.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: squamous on June 15, 2016, 05:20:15 am
Do y'all think it would eventually be possible to convert NPCs into halfbreed companions in Adventure mode? It might be a little OP but I think it could be fun. You could convert some people and set up your own lil lair. A... succubase, if you will.

EDIT: I think it would be better to have this in the suggestion thread I guess, sorry.


Yes it's better to let this thread move down.

Also corruption in adv mode will be a thing, along with a corruption rebalance in fort mode.

Oh cool! I'll look forward to doing all sorts of nefarious deeds then.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: meltorefas on June 16, 2016, 09:56:27 am
Just wanted to say I am really enjoying the current update, especially that the game no longer crashes whenever I try to butcher a fortress-born orthus pup. In fact, I have not yet had a single crash in this version, which is better than in any previous one. I also really like the way frog demons and decay brutes are intelligent and (almost) functional citizens. Also, being able to embark with demons is pretty cool... I made the one I brought with me my Lady of Pain.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Meph on June 16, 2016, 10:02:08 am
Just wanted to say I am really enjoying the current update, especially that the game no longer crashes whenever I try to butcher a fortress-born orthus pup. In fact, I have not yet had a single crash in this version, which is better than in any previous one. I also really like the way frog demons and decay brutes are intelligent and (almost) functional citizens. Also, being able to embark with demons is pretty cool... I made the one I brought with me my Lady of Pain.
Thanks for the feedback. Are you playing with TWBT on, and if yes, multilevel on? (aka see multiple z levels at the same time)
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: meltorefas on June 21, 2016, 02:38:35 am
Thanks for the feedback. Are you playing with TWBT on, and if yes, multilevel on? (aka see multiple z levels at the same time)

Sorry for the late reply. Sinus infection, haven't been up to much. :(

No, I do not use TWBT (I like having non-ascii world maps). Also I didn't know there was a way to see multiple z-levels, so... definitely not using that either!
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: lurtze1 on June 22, 2016, 01:14:44 pm
Quick question, how good are glass weapons and armor
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on June 23, 2016, 03:20:24 am
Quick question, how good are glass weapons and armor

Very bad, it's a free replacement to leather armors so your succubi will not die to honey badgers. Otherwise, copper is better.

Also all three glasses perform the same so high tiers only satisfy extravagant needs. I'll add new kind of glasses after we update to the latest version of DF to make it good but very brittle, so they'll stop one hit of two only.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: BlakMajiK on June 23, 2016, 09:39:47 am
Masterwork 1.06 (43.03) - Summoning an orthus deconstructs the summoning circle, seems to be consuming the totem. Butchering summoned orthus still crashing the game.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: baga3810 on June 23, 2016, 10:47:39 am
Version on 0.42 too unstable for succubi, it  breaks my heart.  :'(
One bugs more...
I turn on Werebeasts civ when i play succubi,in beginning all ok ,but as soon as I built a tavern, between normal visitors were werebeasts! which were as ordinary megabeasts,instead like normal visitor, run to the fortress and killed all whom they see. The game is laughing at me, says it is a happy event: arrived super duper Wrestler wererhinokeros with green color. They come very often.

Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on June 23, 2016, 11:22:15 am
Masterwork 1.06 (43.03) - Summoning an orthus deconstructs the summoning circle, seems to be consuming the totem. Butchering summoned orthus still crashing the game.

Spawnunit is still very unstable and will still be until we move on 43.x.

Does the building disappear every time and do you have combat logs? I did have disappearing buildings after spawning an unit but it was too rare for me to isolate and fix.

Version on 0.42 too unstable for succubi, it  breaks my heart.  :'(
One bugs more...
I turn on Werebeasts civ when i play succubi,in beginning all ok ,but as soon as I built a tavern, between normal visitors were werebeasts! which were as ordinary megabeasts,instead like normal visitor, run to the fortress and killed all whom they see. The game is laughing at me, says it is a happy event: arrived super duper Wrestler wererhinokeros with green color. They come very often.

Werebeast or fortress defense races are causing trouble too because they are crazed and building destroyers. I cannot do anything there, sadly. I suggested a fix but this is not in my hands.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: smakemupagus on June 23, 2016, 12:07:09 pm
Yes, I turn off all the werebeast, titan civs for this reason.  I like my taverns and libraries. 

I don't think *all* the fort def races cause problems.  I use frog / tiger / panda / badgermen and haven't noticed them tearing up the tavern.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: BlakMajiK on June 23, 2016, 12:31:07 pm

Does the building disappear every time and do you have combat logs? I did have disappearing buildings after spawning an unit but it was too rare for me to isolate and fix.


The log just shows "You have summoned an orthus."

I've done some testing though, and it seems to be consuming any building materials that aren't fire proof. When built with an obsidian grate, obsidian block, and totem, only the totem is destroyed. When built with a wooden grate, a log, and a totem, all three are consumed.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on June 23, 2016, 01:19:07 pm

Does the building disappear every time and do you have combat logs? I did have disappearing buildings after spawning an unit but it was too rare for me to isolate and fix.


The log just shows "You have summoned an orthus."

I've done some testing though, and it seems to be consuming any building materials that aren't fire proof. When built with an obsidian grate, obsidian block, and totem, only the totem is destroyed. When built with a wooden grate, a log, and a totem, all three are consumed.

This is odd unless the succubus bleeds on the circle it wouldn't happen. Another theory is that for some reason the smoke (produced to prevent skills and timing issues) gets heated, I will limit its temperature. If it still happen, I'll replace totems with something else.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: cerevox on June 23, 2016, 06:31:41 pm
The summoning portal destroying itself isn't intended? I thought it was on purpose. The totem used in construction takes heavy wear every time the portal is used until it breaks, you typically only get 2-3 uses out of the portal.

I had assumed it was so you couldn't do something silly like create a nahash loop, since you can summon a nahash, butcher it, and burn one component into ash while summoning another nahash to effectively allow infinite scale.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on June 24, 2016, 05:23:33 am
The summoning portal destroying itself isn't intended? I thought it was on purpose. The totem used in construction takes heavy wear every time the portal is used until it breaks, you typically only get 2-3 uses out of the portal.

I had assumed it was so you couldn't do something silly like create a nahash loop, since you can summon a nahash, butcher it, and burn one component into ash while summoning another nahash to effectively allow infinite scale.

No it was not, but I find this very interesting.

I cannot enforce fireproof materials beyond simple building materials so I have to find another item.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Meph on June 24, 2016, 08:54:29 am
Quote
Does the building disappear every time and do you have combat logs? I did have disappearing buildings after spawning an unit but it was too rare for me to isolate and fix.
Do you have a boiling stone as a product? STONE_VAPOR_TEMPLATE ? Your build-mats either take heat or cold damage, we can alter the material_template for that, if you like.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: baga3810 on June 25, 2016, 11:38:32 am
Stange case...
magma men in cage looks really bugged,sometimes, tiles near him coming unfit, sometimes the person transporting him begins to stand and wait for death.
can someone explain this or say what i can do with it?
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: BlakMajiK on June 25, 2016, 09:58:49 pm
It appears the Den of Iniquity is doing the same thing, destroying the non-fire/magma proof items.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on June 26, 2016, 02:30:23 am
It appears the Den of Iniquity is doing the same thing, destroying the non-fire/magma proof items.

I think it's the fake smoke that is generated when executing such reactions that causes this problem. I'll fix that asap.

Stange case...
magma men in cage looks really bugged,sometimes, tiles near him coming unfit, sometimes the person transporting him begins to stand and wait for death.
can someone explain this or say what i can do with it?

The generic tissues are causing problems with temperature, because the succubi believes that heat kills them. This is the same change that caused succubi corpses to combust.

That have to be fixed my me of Meph by adding 'fireproof meat/bone/skin/etc.' to MDF. On the other hand, this will lead to fireproof leather and that will make sense.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Meph on June 26, 2016, 10:06:11 am
Please do give succubi normal or fireproof materials again. Its not like many civs butcher sentient corpses anyway.

fake smoke might be too cold. This also destroys materials.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on June 26, 2016, 03:15:42 pm
Please do give succubi normal or fireproof materials again. Its not like many civs butcher sentient corpses anyway.

fake smoke might be too cold. This also destroys materials.

I also narrowed the butcher issue to the generic tissue too so that will be my focus once I completed the next update's addition.

This reminds me of old 0.34 MDF, in there butchering Nightmares (the ones from the extra hell creatures) caused a crash.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: daisha on June 26, 2016, 03:34:57 pm
Fireproof tissue materials are great.  It'll be nice to have a serious gameplay reason for disabling standardized leather.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Meph on June 26, 2016, 04:55:06 pm
Standardized leather option would not affect this, I'd just leave Succubi with fireproof materials all the time.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: g5ash on July 03, 2016, 01:50:30 pm
The OP asks for saves with an active siege, and I've got one. It a small 10 person siege consisting of goblins, dwarves and humans. There are two saves. One immediately after the siege arrived, and one after 9/10 invaders are captured. They're's on dffd here:
   
http://dffd.bay12games.com/file.php?id=12213

A few things to note:

1. Black roses can't be brewed. Adding [MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK] fixed this locally. Black Roses also likely need [MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED] added to get seeds from brewing. Both of these tags have been added to plant_succubus.txt in the uploaded saves. However, this fort isn't on an evil biome so no testing that here.

Also, the Masterwork brew specific and mass brew reactions are not present for black wine.
   
2. Frog Demons bought from caravans and those that arrive with migrants aren't automatically members of your civ, and can't have labors changed. This does sort of fix itself, in that they can eventually apply for citizenship.
   
3. Corrupting the prisoners doesn't work. Dfhack gives out a traceback when you try:

Spoiler (click to show/hide)

The fort is still pretty young, so only the basic industries are setup. However, it is pretty well stocked with raw materials, so it should be possible to build any missing items/workshops needed for testing. It's safe to assume that any levers operate the bridge closest to them, and there are several hotkeys to zoom to points of interest.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on July 03, 2016, 02:37:25 pm
This is great, thank you. I'll look at the save and fix all these issues.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on July 06, 2016, 07:18:01 am
So I started a wave of bugfixes. Running jobs no longer destroy the workshops and black roses have now proper alcohol and seeds thanks to g5ash.

The frog demon summoning is a tougher job than expected. Not only the reagents are broken but they are marked as "underworld" when summoned and are neither friendly or hostile. I need to update the scripts. If that happens to you, select it and run "tweak makeown" in the dfhack console to fix that.

We also need a script that check demons who came on the map through natural means, because they have no historical figures and that prevent them from serving anywhere. It's a DF bug but we got the tools to fix that.

Once that's done, I'll take a look at invaders corruption.

Quick question: As anyone managed to milk tentacle monsters or nightmares ? I couldn't in my game but that was a buggy dungeon infested by pretas.

I could in vanilla for sure. Buckets were not renamed into "milk buckets" but their info screen reported the content and I could use milk as intended in reactions. So I'm afraid links between the creatures and their milk (or "milk") is broken in MDF.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Meph on July 06, 2016, 07:24:07 am
Quote
Quick question: As anyone managed to milk tentacle monsters or nightmares ? I couldn't in my game but that was a buggy dungeon infested by pretas.

I could in vanilla for sure. Buckets were not renamed into "milk buckets" but their info screen reported the content and I could use milk as intended in reactions. So I'm afraid links between the creatures and their milk (or "milk") is broken in MDF.
I can test. All I can say is that milking venomous animals works and that the venom-buckets are used in reaction.

Edit: Tested, works. Kobolds took a female nightmare to the farmworkshop, milked it. tower-cap bucket, content nightmares milk. No issues.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on July 06, 2016, 07:43:39 am
I just tried this with a tentacle monster and by reducing the milk delay to 2, it works. So I guess it's just my old fort that went bananas.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Meph on July 09, 2016, 08:29:26 pm
Suggestion: Make a reaction that induces a macabre or fell mood. Macabre moods make artefacts from bones, totems, etc... while fell moods murder a fellow citizen and make items from bone or leather. Both give you a legendary skill boost and a neat artefact.

Code: [Select]
modtools/reaction-trigger -reactionName STRANGEMOOD_FELL_ARMOR -command [ strangemood -force -type fell -skill leatherworker ]
I think that fell and macabre moods are super rare (in all my time of playing DF I've NEVER seen one), and they would be a neat, fitting addition to the succubi. Dont you think?
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: smakemupagus on July 09, 2016, 08:41:56 pm
If succubi don't have this, the gobbos should ^^
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Meph on July 09, 2016, 09:52:52 pm
Just in case: full list:

Code: [Select]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_MINER -command [ strangemood -force -type possessed -skill miner ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_MASON -command [ strangemood -force -type possessed -skill mason ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_CARPENTER -command [ strangemood -force -type possessed -skill carpenter ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_ENGRAVER -command [ strangemood -force -type possessed -skill engraver ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_WEAPON -command [ strangemood -force -type possessed -skill weaponsmith ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_TANNER -command [ strangemood -force -type possessed -skill tanner ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_WEAVER -command [ strangemood -force -type possessed -skill weaver ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_CLOTHIER -command [ strangemood -force -type possessed -skill clothier ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_ARMOR -command [ strangemood -force -type possessed -skill armorsmith ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_METALSMITH -command [ strangemood -force -type possessed -skill metalsmith ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_GEMCUT -command [ strangemood -force -type possessed -skill gemcutter ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_GEMSET -command [ strangemood -force -type possessed -skill gemsetter ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_WOODCRAFTER -command [ strangemood -force -type possessed -skill woodcrafter ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_STONECRAFTER -command [ strangemood -force -type possessed -skill stonecrafter ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_METALCRAFTER -command [ strangemood -force -type possessed -skill metalcrafter ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_LEATHERWORKER -command [ strangemood -force -type possessed -skill leatherworker ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_BONECARVER -command [ strangemood -force -type possessed -skill bonecarver ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_BOWYER -command [ strangemood -force -type possessed -skill bowyer ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_MECHANIC -command [ strangemood -force -type possessed -skill mechanic ]
modtools/reaction-trigger -reactionName STRANGEMOOD_POSSESSED_GLASSMAKER -command [ strangemood -force -type possessed -skill glassmaker ]
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: chaosfiend on July 09, 2016, 10:36:09 pm
If succubi don't have this, the gobbos should ^^

Hrmn, depends for the Gobbos I think for the Fell mood. Cause while goblins relish in killing each other, do they not often have massive numbers? I think the Fell mood would work better for something like succubi, where your forts will find its citizens more valuable. Even with Succubi, that might be too easy to game, because you could simply lock the citizen with the Fell mood, and a useless Noble citizen in a small area.  Fell mood grabs the closest citizen and kills them. Unless somehow the citizen they chose was random somehow, to always make it a gamble, I feel this would be too easily gamed. 
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Meph on July 09, 2016, 11:02:04 pm
The reaction starts the mood in a random person, not in the worker.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on July 10, 2016, 03:16:27 am
I like this, it might be even more wicked and give it a small chance of happening with you perform magic reactions. If it would be possible to tie it to a specific succubus, someone learning some evil power might celebrate it with a fell mood.

Quote
Even with Succubi, that might be too easy to game, because you could simply lock the citizen with the Fell mood, and a useless Noble citizen in a small area.

When it requires a lot of planning, we may call it a feature.  :P
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: meltorefas on July 10, 2016, 08:06:50 am
Still really enjoying succubus mode. Just a couple things.

First, I cannot seem to summon HFS at the summoning portal. It claims I have no slade slabs, whereas I actually have a bunch of them. They are in the same stockpile as the bronze cages, which it properly detects.

Second, a suggestion: Give the succubus a way to create items of different sizes, for outfitting HFS military units. For example, being able to make large-sized items. I know you can sometimes trade for large-sized items, but can't always rely on that (only succubus caravans in this game, once or twice a goblin one). Possibly some kind of item resizer workshop?
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Meph on July 10, 2016, 08:58:29 am
It might not be possible to resize the items, but force-equip should work.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: meltorefas on July 10, 2016, 09:17:05 am
It might not be possible to resize the items, but force-equip should work.

Ahh, was not aware of force-equip, thanks. Looks like a decent workaround.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: vjmdhzgr on July 10, 2016, 05:40:25 pm
Fell and macabre moods used to only happen when dwarves were really upset. I saw a few back when how happy a dwarf was could be calculated by looking through the few different thoughts they have and adding up the points that each one is, and when the points being below 0 was bad. I don't know how it works now that the whole stress thing is called stress and is full of different emotions.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on July 11, 2016, 03:44:43 am
It might not be possible to resize the items, but force-equip should work.

It's definitely possible, I did that in old MDF with breastplates.

However I need to figure the most effective interface for it. You could send a demon resize an armor for himself for example. I could provide a list but I'm not sure that all demons have the same size.

However, I think since the update 0.43.x, you can decide the size of the armor you produce so I think it's all redundant.

Fell and macabre moods used to only happen when dwarves were really upset. I saw a few back when how happy a dwarf was could be calculated by looking through the few different thoughts they have and adding up the points that each one is, and when the points being below 0 was bad. I don't know how it works now that the whole stress thing is called stress and is full of different emotions.

I have yet to see any unhappy citizen lately so you really have to mean it to get a fell mood.

Edit: And I fixed the Frog Demon and HFS reagents so their jobs are now possible, but at the same time, they are hostile when summoned. This will be fixed soon.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Dirst on July 11, 2016, 10:57:29 am
This will be fixed soon.
Famous last words!

But when you get it fixed please let me know what you did in case it applies to spawning creatures more generally.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Mohreb el Yasim on July 12, 2016, 05:35:17 am
Hy,
I was wondering about some details of the succubus game mode.
The magma making building, under which menu it is?
Where does it creates magma exactly (under it, next to it) ?
Can this mod be altered that you can play without HFS and magma layers (if so what needs to be changed, I think of the dark pit start site for example as I know that it needs HFS , but maybe there are other aspects as well)
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on July 12, 2016, 06:24:02 am
This will be fixed soon.
Famous last words!

But when you get it fixed please let me know what you did in case it applies to spawning creatures more generally.

Sure here's the part that creates the unit :
Code: [Select]
for i = 1, num do
casteIndex = createUnit.getRandomCasteId(raceIndex)
newUnitIndex = createUnit.createUnitInFortCivAndGroup(raceIndex, casteIndex)
createUnit.domesticate(newUnitIndex, df.global.ui.group_id)

newUnit = df.unit.find(newUnitIndex)

-- Clear the arena mode name
newUnit.name.first_name = ''
newUnit.name.has_name = false
newUnit.status.current_soul.name.has_name = false
if newUnit.hist_figure_id ~= -1 then
    local histfig = df.historical_figure.find(newUnit.hist_figure_id)
    histfig.name.has_name = false
  end

  teleport.teleport(newUnit, xyz2pos(position[1], position[2] + 2, position[3]))
end

The unit was created with civ_id as -1, adding newUnit.civ_id = df.global.ui.civ_id fixed the problem.

Hy,
I was wondering about some details of the succubus game mode.
The magma making building, under which menu it is?
Where does it creates magma exactly (under it, next to it) ?
Can this mod be altered that you can play without HFS and magma layers (if so what needs to be changed, I think of the dark pit start site for example as I know that it needs HFS , but maybe there are other aspects as well)

The magma well is under build -> furnaces, shortcut is b -> e -> alt+f.
Channel holes around, the magma will go inside these holes.

You can remove the HFS and magma seas? Removing HFS is okay, but removing the entire magma layer will lock out most buildings and turn the mod into vanilla dwarf mode unless you play at a volcano.

Edit: I also fixed issues with pets behaving strangely since the last update.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Mohreb el Yasim on July 12, 2016, 07:17:50 am
This will be fixed soon.
Famous last words!

But when you get it fixed please let me know what you did in case it applies to spawning creatures more generally.

Sure here's the part that creates the unit :
Code: [Select]
for i = 1, num do
casteIndex = createUnit.getRandomCasteId(raceIndex)
newUnitIndex = createUnit.createUnitInFortCivAndGroup(raceIndex, casteIndex)
createUnit.domesticate(newUnitIndex, df.global.ui.group_id)

newUnit = df.unit.find(newUnitIndex)

-- Clear the arena mode name
newUnit.name.first_name = ''
newUnit.name.has_name = false
newUnit.status.current_soul.name.has_name = false
if newUnit.hist_figure_id ~= -1 then
    local histfig = df.historical_figure.find(newUnit.hist_figure_id)
    histfig.name.has_name = false
  end

  teleport.teleport(newUnit, xyz2pos(position[1], position[2] + 2, position[3]))
end

The unit was created with civ_id as -1, adding newUnit.civ_id = df.global.ui.civ_id fixed the problem.

Hy,
I was wondering about some details of the succubus game mode.
The magma making building, under which menu it is?
Where does it creates magma exactly (under it, next to it) ?
Can this mod be altered that you can play without HFS and magma layers (if so what needs to be changed, I think of the dark pit start site for example as I know that it needs HFS , but maybe there are other aspects as well)

The magma well is under build -> furnaces, shortcut is b -> e -> alt+f.
Channel holes around, the magma will go inside these holes.

You can remove the HFS and magma seas? Removing HFS is okay, but removing the entire magma layer will lock out most buildings and turn the mod into vanilla dwarf mode unless you play at a volcano.

Edit: I also fixed issues with pets behaving strangely since the last update.
Ah,  I thought they are activated from start for the succubus.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Treason on July 12, 2016, 09:48:43 am
Interesting.  Apparently, the nightmares of my home civilization have decided they've had enough of hauling wagons about and have come visiting my fort (complete with announcement) after dropping off the wagons off-screen.

I now have permanent, legendary nightmares without skills in which to be legendary (they blink as if legendary) who have an inexplicable hatred for memorial slabs.  They make a bee-line for any I build, thus leaving a horde of angry ghosts floating around, occasionally battering my living succubi..occasionally creating more death and ghosts because of it.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on July 12, 2016, 10:56:21 am
Ah,  I thought they are activated from start for the succubus.

They are activated by making DF believe you reached the magma sea from the start so if you remove it, that would break this part.

Interesting.  Apparently, the nightmares of my home civilization have decided they've had enough of hauling wagons about and have come visiting my fort (complete with announcement) after dropping off the wagons off-screen.

I now have permanent, legendary nightmares without skills in which to be legendary (they blink as if legendary) who have an inexplicable hatred for memorial slabs.  They make a bee-line for any I build, thus leaving a horde of angry ghosts floating around, occasionally battering my living succubi..occasionally creating more death and ghosts because of it.

Which tab of the unit screen are they marked, and are they 'pets', 'wild animals' or 'underworld'. Otherwise I may have fixed this bug today and will send it to Meph for the next release.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Mohreb el Yasim on July 12, 2016, 11:04:30 am
Ah,  I thought they are activated from start for the succubus.

They are activated by making DF believe you reached the magma sea from the start so if you remove it, that would break this part.
I see I remember wrestling that part years ago. So I guess it is a cavern and a magma layer at least.  (still makes the world flatter so I'll try it out)
I just like to have flat and boring worlds :D (somehow caverns make me feel unorganized).  Maybe I can try to do without any caverns (but that might need to much editing)
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Treason on July 12, 2016, 02:26:21 pm
Ah,  I thought they are activated from start for the succubus.

They are activated by making DF believe you reached the magma sea from the start so if you remove it, that would break this part.

Interesting.  Apparently, the nightmares of my home civilization have decided they've had enough of hauling wagons about and have come visiting my fort (complete with announcement) after dropping off the wagons off-screen.

I now have permanent, legendary nightmares without skills in which to be legendary (they blink as if legendary) who have an inexplicable hatred for memorial slabs.  They make a bee-line for any I build, thus leaving a horde of angry ghosts floating around, occasionally battering my living succubi..occasionally creating more death and ghosts because of it.

Which tab of the unit screen are they marked, and are they 'pets', 'wild animals' or 'underworld'. Otherwise I may have fixed this bug today and will send it to Meph for the next release.

They are marked under "Other," along with other visiting creatures.

Additional information:  This only happens after the caravans from my home civilization leave the map.  A couple messages show up, showing that "a nightmare is visiting" and "a wagon is visiting."  The wagon never shows (one of those types of people.  always saying they'll be there and never keeping their word!) but sometimes I'll also get a random message that an object from the caravan has been stolen by a thieving creature, despite these things not actually being on my map but showing up as belonging to my fortress.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Mohreb el Yasim on July 12, 2016, 04:43:00 pm
i try to generate without HFS (in a test generation of pocket world it worked wihc had succubi and some other civs, and then i activated a bunch of other civs, i'll try without) but now i get:
Nothing has arrived on the calendar.
The weather has cleared.
even with all regection enabled ... puzzeling.

EDIT: maybe not related to succubus, on a smaller world size it says a farming civilisation placed without corps (after like 2000+ rejects, and it does not seem to care about allow this/all rejects) ... (on the test-pocket maybe it scipped the race that needed farming) i have goblins, elves and all the playable set to spawn at this moment ... will try to narrow downs the problem.

EDIT2: I managed to get it work, but only on a 65x65 region. Maybe only thing is that I get many rejected and on bigger sizes generation time get's to much (after 30minutes of not getting to the history I tend to abandon the generation)
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on July 13, 2016, 07:56:53 am
You need to remove a few races to generate small worlds, otherwise there is not enough space for everyone. The vanilla game was made for 4 organized civilizations.

Otherwise, I added a workshop where you can make clothing out of fire, just for fun. You can make rolls of fire cloths too but I don't know yet how the AI will treat it. This should lead to a lot of hilarious situation where a succubus nurse tries to heal a human with fire.

I'm also trying fire weapons too, I am sure it will not damage the target but if it ignites it that should be useful.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: smakemupagus on July 13, 2016, 09:25:32 am
> fire

Succubi trading partners, beware ;)
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on July 13, 2016, 10:09:59 am
> fire

Succubi trading partners, beware ;)

Unless this has changed, clothes generated by custom reactions are not added to wagons. If it does, I'll delete this use dfhack to fool the game.

Of course lots of stuff change all the time so I need to test this more. The issues we had with pets was an example.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Meph on July 13, 2016, 10:52:40 am
That has not changed. They will not trade it.

ADD_SPATTER will work with fire-swords btw. "This is a molten iron sword. It is covered with bands of fire", which does add a syndrome to the enemy it hits... for example extra pain (CE_PAIN), burns (CE_BLISTERS), etc.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on July 14, 2016, 03:19:22 pm
That has not changed. They will not trade it.

ADD_SPATTER will work with fire-swords btw. "This is a molten iron sword. It is covered with bands of fire", which does add a syndrome to the enemy it hits... for example extra pain (CE_PAIN), burns (CE_BLISTERS), etc.

Maybe I can put spatters of fire and it will cause the needed rise of temperature, this require science.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Meph on July 14, 2016, 05:19:09 pm
I dont think so, but you can easily make fire ammo with the projectile trigger script and spawn flow. Just look at the wildfire entry in the onload-init.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: asciitraveller on July 15, 2016, 07:13:56 am
Hi,
the Well of Souls seems to be removed from the raws at the moment. Is this intentional? Is there a new mechanism to produce soul gems?
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on July 15, 2016, 08:08:53 am
Hi,
the Well of Souls seems to be removed from the raws at the moment. Is this intentional? Is there a new mechanism to produce soul gems?

There is no soul gems right now, it will be back later on.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Rutee on July 17, 2016, 04:01:35 am
Do Frog Demons not equip?  I have no idea if they counta s HFS or not.  If not, are they just disposable schmucks I shouldn't worry too much about?
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: cerevox on July 17, 2016, 02:04:12 pm
Even naked, frog demons can maul most invaders. They are fairly large, strong, and the oil they leave everywhere will make non-succubi puke their guts out.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on July 18, 2016, 02:50:29 am
I forgot the EQUIPS tag, I'll first confirm that frog demons do not equip armors when in the military. If I can avoid them wearing corset that would be better.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on July 19, 2016, 07:31:46 am
I just made embark profiles that need some testing and balancing.

So far I got 6 of them:

If you want to try them, open your Dwarf Fortress/data/init/embark_profiles.txt file and paste this at the bottom.

Spoiler (click to show/hide)
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on July 25, 2016, 07:24:12 am
Time to add more glass stuff! The glass shaper workshop is in, and will give access to a few special glasses if you bring both water and magma under the building (I need to update magmawell for this).

First you can make obsidian, and will consume both liquids. It's just plain old obsidian except that you'll be able to make all kinds of weapons and armors.

Then there will be tempered and folded(?) glass armors. The former is one-use and will stop a hit before breaking, the later is a recreation of modern security glass and will be a decent armor material.

Also as a test, I replaced the raw glass at the floating glass furnace and added sand/potash/rock crystal, that will be one less step to make blocks. Plus, you'll be able to make crystal blocks with lead.

Then I'll remove the glassforge.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Meph on July 25, 2016, 08:30:27 am
I dont think that folding glass would work, it does not act like folded metal/damasc.

There are two metal-glasses atm, ashland glass and ebon glass, in case you want to use them. You can make new ones of course, if you like.

A reaction to create all types of raw materials for glasses would be nice too, that would give the players an incentive to use it more.

Still trying to make a flesh-shaper? Skin armor and all that?

Oh, and I'm working on a new thing for magma-spawning. Its a workshop that creates an aquifer either 1 tile north, east, south or west of the workshop, and you can set the depth of it, from 1 to 7. So a 3/7 magma channel would be easy to make and succubi pathfind through it (?).
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on July 25, 2016, 09:04:43 am
I dont think that folding glass would work, it does not act like folded metal/damasc.

There are two metal-glasses atm, ashland glass and ebon glass, in case you want to use them. You can make new ones of course, if you like.

A reaction to create all types of raw materials for glasses would be nice too, that would give the players an incentive to use it more.

Still trying to make a flesh-shaper? Skin armor and all that?

Oh, and I'm working on a new thing for magma-spawning. Its a workshop that creates an aquifer either 1 tile north, east, south or west of the workshop, and you can set the depth of it, from 1 to 7. So a 3/7 magma channel would be easy to make and succubi pathfind through it (?).

I need a better name. The idea is to make two pieces of glass glued with sweet pot or some kind of glue. This should look like low tech projectile proof glass.

The current metal/glass act too much as a metal and can be melted and used at the forge. I'm looking at a different workflow here.

Otherwise, the crematory helps getting ash for the clear glass and I think crystal glass is broken atm and cannot be produced.

The flesh shaper is still planed and will be done after the glass shaper.

The new liquid spawning looks great, the current one causes me a lot of issues (https://www.twitch.tv/bltgn/v/79912316).
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Meph on July 25, 2016, 09:36:44 am
for the onload.init
Code: [Select]
#new waterwell test
modtools/reaction-trigger -reactionName WATERWELL_N_1 -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -source 1 ]
modtools/reaction-trigger -reactionName WATERWELL_N_2 -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -source 2 ]
modtools/reaction-trigger -reactionName WATERWELL_N_3 -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -source 3 ]
modtools/reaction-trigger -reactionName WATERWELL_N_4 -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -source 4 ]
modtools/reaction-trigger -reactionName WATERWELL_N_5 -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -source 5 ]
modtools/reaction-trigger -reactionName WATERWELL_N_6 -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -source 6 ]
modtools/reaction-trigger -reactionName WATERWELL_N_7 -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -source 7 ]
modtools/reaction-trigger -reactionName WATERWELL_E_1 -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -source 1 ]
modtools/reaction-trigger -reactionName WATERWELL_E_2 -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -source 2 ]
modtools/reaction-trigger -reactionName WATERWELL_E_3 -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -source 3 ]
modtools/reaction-trigger -reactionName WATERWELL_E_4 -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -source 4 ]
modtools/reaction-trigger -reactionName WATERWELL_E_5 -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -source 5 ]
modtools/reaction-trigger -reactionName WATERWELL_E_6 -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -source 6 ]
modtools/reaction-trigger -reactionName WATERWELL_E_7 -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -source 7 ]
modtools/reaction-trigger -reactionName WATERWELL_S_1 -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -source 1 ]
modtools/reaction-trigger -reactionName WATERWELL_S_2 -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -source 2 ]
modtools/reaction-trigger -reactionName WATERWELL_S_3 -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -source 3 ]
modtools/reaction-trigger -reactionName WATERWELL_S_4 -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -source 4 ]
modtools/reaction-trigger -reactionName WATERWELL_S_5 -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -source 5 ]
modtools/reaction-trigger -reactionName WATERWELL_S_6 -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -source 6 ]
modtools/reaction-trigger -reactionName WATERWELL_S_7 -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -source 7 ]
modtools/reaction-trigger -reactionName WATERWELL_W_1 -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -source 1 ]
modtools/reaction-trigger -reactionName WATERWELL_W_2 -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -source 2 ]
modtools/reaction-trigger -reactionName WATERWELL_W_3 -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -source 3 ]
modtools/reaction-trigger -reactionName WATERWELL_W_4 -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -source 4 ]
modtools/reaction-trigger -reactionName WATERWELL_W_5 -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -source 5 ]
modtools/reaction-trigger -reactionName WATERWELL_W_6 -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -source 6 ]
modtools/reaction-trigger -reactionName WATERWELL_W_7 -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -source 7 ]
modtools/reaction-trigger -reactionName WATERWELL_N_STOP -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -remove ]
modtools/reaction-trigger -reactionName WATERWELL_E_STOP -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -remove ]
modtools/reaction-trigger -reactionName WATERWELL_S_STOP -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -remove ]
modtools/reaction-trigger -reactionName WATERWELL_W_STOP -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -remove ]

modtools/reaction-trigger -reactionName MAGMAWELL_N_1 -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -source 1 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_N_2 -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -source 2 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_N_3 -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -source 3 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_N_4 -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -source 4 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_N_5 -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -source 5 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_N_6 -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -source 6 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_N_7 -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -source 7 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_E_1 -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -source 1 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_E_2 -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -source 2 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_E_3 -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -source 3 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_E_4 -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -source 4 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_E_5 -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -source 5 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_E_6 -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -source 6 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_E_7 -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -source 7 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_S_1 -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -source 1 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_S_2 -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -source 2 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_S_3 -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -source 3 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_S_4 -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -source 4 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_S_5 -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -source 5 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_S_6 -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -source 6 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_S_7 -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -source 7 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_W_1 -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -source 1 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_W_2 -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -source 2 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_W_3 -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -source 3 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_W_4 -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -source 4 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_W_5 -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -source 5 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_W_6 -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -source 6 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_W_7 -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -source 7 -magma ]
modtools/reaction-trigger -reactionName MAGMAWELL_N_STOP -command [ flow/source -unit \\WORKER_ID -offset [ 0 -2 -1 ] -remove ]
modtools/reaction-trigger -reactionName MAGMAWELL_E_STOP -command [ flow/source -unit \\WORKER_ID -offset [ 2 0 -1 ] -remove ]
modtools/reaction-trigger -reactionName MAGMAWELL_S_STOP -command [ flow/source -unit \\WORKER_ID -offset [ 0 2 -1 ] -remove ]
modtools/reaction-trigger -reactionName MAGMAWELL_W_STOP -command [ flow/source -unit \\WORKER_ID -offset [ -2 0 -1 ] -remove ]

modtools/reaction-trigger -reactionName STOP_SPAWN -command [ flow/source -removeAllSource ]
modtools/reaction-trigger -reactionName STOP_SINK -command [ flow/source -removeAllSink ]

buildings, you might want to change the build-mats, design, etc...
Code: [Select]
[BUILDING_FURNACE:WATERWELL_DWARF]
[NAME:Waterwell]
[NAME_COLOR:7:0:1]
[BUILD_KEY:CUSTOM_CTRL_W]
[DIM:3:3]
[WORK_LOCATION:2:2]
[BLOCK:1:0:0:0]
[BLOCK:2:0:0:0]
[BLOCK:3:0:0:0]
[TILE:0:1:32:32:32]
[TILE:0:2:35:149:32]
[TILE:0:3:32:35:32]
[COLOR:0:1:0:0:0:0:0:0:0:0:0]
[COLOR:0:2:7:1:0:7:1:0:0:0:0]
[COLOR:0:3:0:0:0:7:1:0:0:0:0]
[TILE:1:1:32:32:32]
[TILE:1:2:32:32:35]
[TILE:1:3:35:35:32]
[COLOR:1:1:0:0:0:0:0:0:0:0:0]
[COLOR:1:2:0:0:0:0:0:0:7:1:0]
[COLOR:1:3:7:1:0:7:1:0:0:0:0]
[TILE:2:1:32:35:32]
[TILE:2:2:32:32:35]
[TILE:2:3:35:35:32]
[COLOR:2:1:0:0:0:7:1:0:0:0:0]
[COLOR:2:2:0:0:0:0:0:0:7:1:0]
[COLOR:2:3:7:1:0:7:1:0:0:0:0]
[TILE:3:1:214:35:184]
[TILE:3:2:35:172:35]
[TILE:3:3:200:35:190]
[COLOR:3:1:1:7:0:7:1:0:1:7:0]
[COLOR:3:2:7:1:0:1:7:1:7:1:0]
[COLOR:3:3:1:7:0:7:1:0:1:7:0]
[BUILD_ITEM:1:SMALLGEM:NONE:INORGANIC:TEARS_OF_ARMOK]


[BUILDING_FURNACE:MAGMAWELL_DWARF]
[NAME:Magmawell]
[NAME_COLOR:7:0:1]
[BUILD_KEY:CUSTOM_CTRL_M]
[DIM:3:3]
[WORK_LOCATION:2:2]
[BLOCK:1:0:0:0]
[BLOCK:2:0:0:0]
[BLOCK:3:0:0:0]
[TILE:0:1:32:32:32]
[TILE:0:2:35:35:32]
[TILE:0:3:32:35:32]
[COLOR:0:1:0:0:0:0:0:0:0:0:0]
[COLOR:0:2:0:4:1:0:4:1:0:0:0]
[COLOR:0:3:0:0:0:0:4:1:0:0:0]
[TILE:1:1:32:32:32]
[TILE:1:2:32:32:35]
[TILE:1:3:35:35:188]
[COLOR:1:1:0:0:0:0:0:0:0:0:0]
[COLOR:1:2:0:0:0:0:0:0:0:4:1]
[COLOR:1:3:0:4:1:0:4:1:4:4:0]
[TILE:2:1:32:35:187]
[TILE:2:2:32:32:35]
[TILE:2:3:35:35:188]
[COLOR:2:1:0:0:0:0:4:1:4:4:0]
[COLOR:2:2:0:0:0:0:0:0:0:4:1]
[COLOR:2:3:0:4:1:0:4:1:4:4:0]
[TILE:3:1:213:35:187]
[TILE:3:2:35:172:35]
[TILE:3:3:211:35:188]
[COLOR:3:1:4:4:0:0:4:1:4:4:0]
[COLOR:3:2:0:4:1:4:7:1:0:4:1]
[COLOR:3:3:4:4:0:0:4:1:4:4:0]
[BUILD_ITEM:1:SMALLGEM:NONE:INORGANIC:BLOOD_OF_ARMOK]

entity
Code: [Select]
[PERMITTED_BUILDING:WATERWELL_DWARF]
[PERMITTED_REACTION:WATERWELL_N_1]
[PERMITTED_REACTION:WATERWELL_N_2]
[PERMITTED_REACTION:WATERWELL_N_3]
[PERMITTED_REACTION:WATERWELL_N_4]
[PERMITTED_REACTION:WATERWELL_N_5]
[PERMITTED_REACTION:WATERWELL_N_6]
[PERMITTED_REACTION:WATERWELL_N_7]
[PERMITTED_REACTION:WATERWELL_E_1]
[PERMITTED_REACTION:WATERWELL_E_2]
[PERMITTED_REACTION:WATERWELL_E_3]
[PERMITTED_REACTION:WATERWELL_E_4]
[PERMITTED_REACTION:WATERWELL_E_5]
[PERMITTED_REACTION:WATERWELL_E_6]
[PERMITTED_REACTION:WATERWELL_E_7]
[PERMITTED_REACTION:WATERWELL_S_1]
[PERMITTED_REACTION:WATERWELL_S_2]
[PERMITTED_REACTION:WATERWELL_S_3]
[PERMITTED_REACTION:WATERWELL_S_4]
[PERMITTED_REACTION:WATERWELL_S_5]
[PERMITTED_REACTION:WATERWELL_S_6]
[PERMITTED_REACTION:WATERWELL_S_7]
[PERMITTED_REACTION:WATERWELL_W_1]
[PERMITTED_REACTION:WATERWELL_W_2]
[PERMITTED_REACTION:WATERWELL_W_3]
[PERMITTED_REACTION:WATERWELL_W_4]
[PERMITTED_REACTION:WATERWELL_W_5]
[PERMITTED_REACTION:WATERWELL_W_6]
[PERMITTED_REACTION:WATERWELL_W_7]
[PERMITTED_REACTION:WATERWELL_N_STOP]
[PERMITTED_REACTION:WATERWELL_E_STOP]
[PERMITTED_REACTION:WATERWELL_S_STOP]
[PERMITTED_REACTION:WATERWELL_W_STOP]


[PERMITTED_BUILDING:MAGMAWELL_DWARF]
[PERMITTED_REACTION:MAGMAWELL_N_1]
[PERMITTED_REACTION:MAGMAWELL_N_2]
[PERMITTED_REACTION:MAGMAWELL_N_3]
[PERMITTED_REACTION:MAGMAWELL_N_4]
[PERMITTED_REACTION:MAGMAWELL_N_5]
[PERMITTED_REACTION:MAGMAWELL_N_6]
[PERMITTED_REACTION:MAGMAWELL_N_7]
[PERMITTED_REACTION:MAGMAWELL_E_1]
[PERMITTED_REACTION:MAGMAWELL_E_2]
[PERMITTED_REACTION:MAGMAWELL_E_3]
[PERMITTED_REACTION:MAGMAWELL_E_4]
[PERMITTED_REACTION:MAGMAWELL_E_5]
[PERMITTED_REACTION:MAGMAWELL_E_6]
[PERMITTED_REACTION:MAGMAWELL_E_7]
[PERMITTED_REACTION:MAGMAWELL_S_1]
[PERMITTED_REACTION:MAGMAWELL_S_2]
[PERMITTED_REACTION:MAGMAWELL_S_3]
[PERMITTED_REACTION:MAGMAWELL_S_4]
[PERMITTED_REACTION:MAGMAWELL_S_5]
[PERMITTED_REACTION:MAGMAWELL_S_6]
[PERMITTED_REACTION:MAGMAWELL_S_7]
[PERMITTED_REACTION:MAGMAWELL_W_1]
[PERMITTED_REACTION:MAGMAWELL_W_2]
[PERMITTED_REACTION:MAGMAWELL_W_3]
[PERMITTED_REACTION:MAGMAWELL_W_4]
[PERMITTED_REACTION:MAGMAWELL_W_5]
[PERMITTED_REACTION:MAGMAWELL_W_6]
[PERMITTED_REACTION:MAGMAWELL_W_7]
[PERMITTED_REACTION:MAGMAWELL_N_STOP]
[PERMITTED_REACTION:MAGMAWELL_E_STOP]
[PERMITTED_REACTION:MAGMAWELL_S_STOP]
[PERMITTED_REACTION:MAGMAWELL_W_STOP]

[PERMITTED_REACTION:STOP_SPAWN]

reactions
Code: [Select]
[REACTION:WATERWELL_N_1]
[NAME:Spawn water lvl1 - North]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 1/7 aquifer north of the workshop.]
[CATEGORY:SPAWN_WATER_NORTH]
[CATEGORY_NAME:Spawn Water North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_N_2]
[NAME:Spawn water lvl2 - North]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 2/7 aquifer north of the workshop.]
[CATEGORY:SPAWN_WATER_NORTH]
[CATEGORY_NAME:Spawn Water North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_N_3]
[NAME:Spawn water lvl3 - North]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 3/7 aquifer north of the workshop.]
[CATEGORY:SPAWN_WATER_NORTH]
[CATEGORY_NAME:Spawn Water North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_N_4]
[NAME:Spawn water lvl4 - North]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 4/7 aquifer north of the workshop.]
[CATEGORY:SPAWN_WATER_NORTH]
[CATEGORY_NAME:Spawn Water North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_N_5]
[NAME:Spawn water lvl5 - North]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 5/7 aquifer north of the workshop.]
[CATEGORY:SPAWN_WATER_NORTH]
[CATEGORY_NAME:Spawn Water North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_N_6]
[NAME:Spawn water lvl6 - North]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 6/7 aquifer north of the workshop.]
[CATEGORY:SPAWN_WATER_NORTH]
[CATEGORY_NAME:Spawn Water North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_N_7]
[NAME:Spawn water lvl7 - North]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 7/7 aquifer north of the workshop.]
[CATEGORY:SPAWN_WATER_NORTH]
[CATEGORY_NAME:Spawn Water North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_E_1]
[NAME:Spawn water lvl1 - East]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 1/7 aquifer east of the workshop.]
[CATEGORY:SPAWN_WATER_EAST]
[CATEGORY_NAME:Spawn Water East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_E_2]
[NAME:Spawn water lvl2 - East]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 2/7 aquifer east of the workshop.]
[CATEGORY:SPAWN_WATER_EAST]
[CATEGORY_NAME:Spawn Water East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_E_3]
[NAME:Spawn water lvl3 - East]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 3/7 aquifer east of the workshop.]
[CATEGORY:SPAWN_WATER_EAST]
[CATEGORY_NAME:Spawn Water East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_E_4]
[NAME:Spawn water lvl4 - East]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 4/7 aquifer east of the workshop.]
[CATEGORY:SPAWN_WATER_EAST]
[CATEGORY_NAME:Spawn Water East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_E_5]
[NAME:Spawn water lvl5 - East]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 5/7 aquifer east of the workshop.]
[CATEGORY:SPAWN_WATER_EAST]
[CATEGORY_NAME:Spawn Water East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_E_6]
[NAME:Spawn water lvl6 - East]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 6/7 aquifer east of the workshop.]
[CATEGORY:SPAWN_WATER_EAST]
[CATEGORY_NAME:Spawn Water East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_E_7]
[NAME:Spawn water lvl7 - East]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 7/7 aquifer east of the workshop.]
[CATEGORY:SPAWN_WATER_EAST]
[CATEGORY_NAME:Spawn Water East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_S_1]
[NAME:Spawn water lvl1 - South]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 1/7 aquifer south of the workshop.]
[CATEGORY:SPAWN_WATER_SOUTH]
[CATEGORY_NAME:Spawn Water South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_S_2]
[NAME:Spawn water lvl2 - South]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 2/7 aquifer south of the workshop.]
[CATEGORY:SPAWN_WATER_SOUTH]
[CATEGORY_NAME:Spawn Water South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_S_3]
[NAME:Spawn water lvl3 - South]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 3/7 aquifer south of the workshop.]
[CATEGORY:SPAWN_WATER_SOUTH]
[CATEGORY_NAME:Spawn Water South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_S_4]
[NAME:Spawn water lvl4 - South]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 4/7 aquifer south of the workshop.]
[CATEGORY:SPAWN_WATER_SOUTH]
[CATEGORY_NAME:Spawn Water South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_S_5]
[NAME:Spawn water lvl5 - South]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 5/7 aquifer south of the workshop.]
[CATEGORY:SPAWN_WATER_SOUTH]
[CATEGORY_NAME:Spawn Water South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_S_6]
[NAME:Spawn water lvl6 - South]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 6/7 aquifer south of the workshop.]
[CATEGORY:SPAWN_WATER_SOUTH]
[CATEGORY_NAME:Spawn Water South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_S_7]
[NAME:Spawn water lvl7 - South]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 7/7 aquifer south of the workshop.]
[CATEGORY:SPAWN_WATER_SOUTH]
[CATEGORY_NAME:Spawn Water South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_W_1]
[NAME:Spawn water lvl1 - West]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 1/7 aquifer west of the workshop.]
[CATEGORY:SPAWN_WATER_WEST]
[CATEGORY_NAME:Spawn Water West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_W_2]
[NAME:Spawn water lvl2 - West]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 2/7 aquifer west of the workshop.]
[CATEGORY:SPAWN_WATER_WEST]
[CATEGORY_NAME:Spawn Water West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_W_3]
[NAME:Spawn water lvl3 - West]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 3/7 aquifer west of the workshop.]
[CATEGORY:SPAWN_WATER_WEST]
[CATEGORY_NAME:Spawn Water West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_W_4]
[NAME:Spawn water lvl4 - West]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 4/7 aquifer west of the workshop.]
[CATEGORY:SPAWN_WATER_WEST]
[CATEGORY_NAME:Spawn Water West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_W_5]
[NAME:Spawn water lvl5 - West]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 5/7 aquifer west of the workshop.]
[CATEGORY:SPAWN_WATER_WEST]
[CATEGORY_NAME:Spawn Water West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_W_6]
[NAME:Spawn water lvl6 - West]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 6/7 aquifer west of the workshop.]
[CATEGORY:SPAWN_WATER_WEST]
[CATEGORY_NAME:Spawn Water West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_W_7]
[NAME:Spawn water lvl7 - West]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 7/7 aquifer west of the workshop.]
[CATEGORY:SPAWN_WATER_WEST]
[CATEGORY_NAME:Spawn Water West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_N_STOP]
[NAME:Stop spawning - North]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Stops all spawns/sinks north of the workshop.]
[CATEGORY:SPAWN_WATER_NORTH]
[CATEGORY_NAME:Spawn Water North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_E_STOP]
[NAME:Stop spawning - East]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Stops all spawns/sinks east of the workshop.]
[CATEGORY:SPAWN_WATER_EAST]
[CATEGORY_NAME:Spawn Water East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_S_STOP]
[NAME:Stop spawning - South]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Stops all spawns/sinks south of the workshop.]
[CATEGORY:SPAWN_WATER_SOUTH]
[CATEGORY_NAME:Spawn Water South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]

[REACTION:WATERWELL_W_STOP]
[NAME:Stop spawning - West]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Stops all spawns/sinks west of the workshop.]
[CATEGORY:SPAWN_WATER_WEST]
[CATEGORY_NAME:Spawn Water West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]




[REACTION:MAGMAWELL_N_1]
[NAME:Spawn magma lvl1 - North]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 1/7 aquifer north of the workshop.]
[CATEGORY:SPAWN_MAGMA_NORTH]
[CATEGORY_NAME:Spawn Magma North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_N_2]
[NAME:Spawn magma lvl2 - North]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 2/7 aquifer north of the workshop.]
[CATEGORY:SPAWN_MAGMA_NORTH]
[CATEGORY_NAME:Spawn Magma North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_N_3]
[NAME:Spawn magma lvl3 - North]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 3/7 aquifer north of the workshop.]
[CATEGORY:SPAWN_MAGMA_NORTH]
[CATEGORY_NAME:Spawn Magma North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_N_4]
[NAME:Spawn magma lvl4 - North]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 4/7 aquifer north of the workshop.]
[CATEGORY:SPAWN_MAGMA_NORTH]
[CATEGORY_NAME:Spawn Magma North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_N_5]
[NAME:Spawn magma lvl5 - North]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 5/7 aquifer north of the workshop.]
[CATEGORY:SPAWN_MAGMA_NORTH]
[CATEGORY_NAME:Spawn Magma North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_N_6]
[NAME:Spawn magma lvl6 - North]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 6/7 aquifer north of the workshop.]
[CATEGORY:SPAWN_MAGMA_NORTH]
[CATEGORY_NAME:Spawn Magma North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_N_7]
[NAME:Spawn magma lvl7 - North]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 7/7 aquifer north of the workshop.]
[CATEGORY:SPAWN_MAGMA_NORTH]
[CATEGORY_NAME:Spawn Magma North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_E_1]
[NAME:Spawn magma lvl1 - East]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 1/7 aquifer east of the workshop.]
[CATEGORY:SPAWN_MAGMA_EAST]
[CATEGORY_NAME:Spawn Magma East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_E_2]
[NAME:Spawn magma lvl2 - East]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 2/7 aquifer east of the workshop.]
[CATEGORY:SPAWN_MAGMA_EAST]
[CATEGORY_NAME:Spawn Magma East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_E_3]
[NAME:Spawn magma lvl3 - East]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 3/7 aquifer east of the workshop.]
[CATEGORY:SPAWN_MAGMA_EAST]
[CATEGORY_NAME:Spawn Magma East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_E_4]
[NAME:Spawn magma lvl4 - East]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 4/7 aquifer east of the workshop.]
[CATEGORY:SPAWN_MAGMA_EAST]
[CATEGORY_NAME:Spawn Magma East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_E_5]
[NAME:Spawn magma lvl5 - East]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 5/7 aquifer east of the workshop.]
[CATEGORY:SPAWN_MAGMA_EAST]
[CATEGORY_NAME:Spawn Magma East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_E_6]
[NAME:Spawn magma lvl6 - East]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 6/7 aquifer east of the workshop.]
[CATEGORY:SPAWN_MAGMA_EAST]
[CATEGORY_NAME:Spawn Magma East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_E_7]
[NAME:Spawn magma lvl7 - East]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 7/7 aquifer east of the workshop.]
[CATEGORY:SPAWN_MAGMA_EAST]
[CATEGORY_NAME:Spawn Magma East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_S_1]
[NAME:Spawn magma lvl1 - South]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 1/7 aquifer south of the workshop.]
[CATEGORY:SPAWN_MAGMA_SOUTH]
[CATEGORY_NAME:Spawn Magma South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_S_2]
[NAME:Spawn magma lvl2 - South]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 2/7 aquifer south of the workshop.]
[CATEGORY:SPAWN_MAGMA_SOUTH]
[CATEGORY_NAME:Spawn Magma South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_S_3]
[NAME:Spawn magma lvl3 - South]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 3/7 aquifer south of the workshop.]
[CATEGORY:SPAWN_MAGMA_SOUTH]
[CATEGORY_NAME:Spawn Magma South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_S_4]
[NAME:Spawn magma lvl4 - South]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 4/7 aquifer south of the workshop.]
[CATEGORY:SPAWN_MAGMA_SOUTH]
[CATEGORY_NAME:Spawn Magma South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_S_5]
[NAME:Spawn magma lvl5 - South]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 5/7 aquifer south of the workshop.]
[CATEGORY:SPAWN_MAGMA_SOUTH]
[CATEGORY_NAME:Spawn Magma South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_S_6]
[NAME:Spawn magma lvl6 - South]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 6/7 aquifer south of the workshop.]
[CATEGORY:SPAWN_MAGMA_SOUTH]
[CATEGORY_NAME:Spawn Magma South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_S_7]
[NAME:Spawn magma lvl7 - South]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 7/7 aquifer south of the workshop.]
[CATEGORY:SPAWN_MAGMA_SOUTH]
[CATEGORY_NAME:Spawn Magma South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_W_1]
[NAME:Spawn magma lvl1 - West]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 1/7 aquifer west of the workshop.]
[CATEGORY:SPAWN_MAGMA_WEST]
[CATEGORY_NAME:Spawn Magma West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_W_2]
[NAME:Spawn magma lvl2 - West]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 2/7 aquifer west of the workshop.]
[CATEGORY:SPAWN_MAGMA_WEST]
[CATEGORY_NAME:Spawn Magma West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_W_3]
[NAME:Spawn magma lvl3 - West]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 3/7 aquifer west of the workshop.]
[CATEGORY:SPAWN_MAGMA_WEST]
[CATEGORY_NAME:Spawn Magma West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_W_4]
[NAME:Spawn magma lvl4 - West]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 4/7 aquifer west of the workshop.]
[CATEGORY:SPAWN_MAGMA_WEST]
[CATEGORY_NAME:Spawn Magma West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_W_5]
[NAME:Spawn magma lvl5 - West]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 5/7 aquifer west of the workshop.]
[CATEGORY:SPAWN_MAGMA_WEST]
[CATEGORY_NAME:Spawn Magma West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_W_6]
[NAME:Spawn magma lvl6 - West]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 6/7 aquifer west of the workshop.]
[CATEGORY:SPAWN_MAGMA_WEST]
[CATEGORY_NAME:Spawn Magma West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_W_7]
[NAME:Spawn magma lvl7 - West]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Spawns a 7/7 aquifer west of the workshop.]
[CATEGORY:SPAWN_MAGMA_WEST]
[CATEGORY_NAME:Spawn Magma West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_N_STOP]
[NAME:Stop spawning - North]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Stops all spawns/sinks north of the workshop.]
[CATEGORY:SPAWN_MAGMA_NORTH]
[CATEGORY_NAME:Spawn Magma North]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth north of the workshop.]
[CATEGORY_KEY:CUSTOM_N]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_E_STOP]
[NAME:Stop spawning - East]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Stops all spawns/sinks east of the workshop.]
[CATEGORY:SPAWN_MAGMA_EAST]
[CATEGORY_NAME:Spawn Magma East]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth east of the workshop.]
[CATEGORY_KEY:CUSTOM_E]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_S_STOP]
[NAME:Stop spawning - South]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Stops all spawns/sinks south of the workshop.]
[CATEGORY:SPAWN_MAGMA_SOUTH]
[CATEGORY_NAME:Spawn Magma South]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth south of the workshop.]
[CATEGORY_KEY:CUSTOM_S]
[SKILL:OPERATE_PUMP]

[REACTION:MAGMAWELL_W_STOP]
[NAME:Stop spawning - West]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Stops all spawns/sinks west of the workshop.]
[CATEGORY:SPAWN_MAGMA_WEST]
[CATEGORY_NAME:Spawn Magma West]
[CATEGORY_DESCRIPTION:Will create/delete a new aquifer of a specific depth west of the workshop.]
[CATEGORY_KEY:CUSTOM_W]
[SKILL:OPERATE_PUMP]




[REACTION:STOP_SPAWN]
[NAME:Stop all spawns/sinks]
[BUILDING:WATERWAY_HUB:CUSTOM_NONE]
[BUILDING:WATERWELL_DWARF:CUSTOM_NONE]
[BUILDING:MAGMAWELL_DWARF:CUSTOM_NONE]
[DESCRIPTION:Stops all spawns/sinks on the map.]
[SKILL:OPERATE_PUMP]

The script is already included in the newest masterwork version. As you can see in the onload init, the script takes coordinates. It uses the location of the worker and then moves it along the XYZ axes. With the setup I use, it spawns the aquifer north, east, south and west of the worker, 2 step, just outside of the 3x3 workshop, and 1z-level below.

End result should look like this:
(http://i.imgur.com/Y9dxPS8.png)

PS: Maybe layered-glass armor? sheet-glass armor? Its more of a way to make the armor, not so much the material it is made from... hermetic glass?
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on July 25, 2016, 11:06:41 am
Excellent, since my magma well is also 3x3, it should use the same reactions.

Layered glass sounds the best. It's not a "new" glass, more like a new entry in the inorganics to reflect the added resistance. The succubi can't smelt decent metals but are oddly modern when it come to glass, priorities...

Edit: Using both water and magma in jobs now work by adding the prefix LUA_HOOK_USELIQUIDS_ in their id. If only one is available, the reaction is canceled as canceled. I'm using this to create obsidian items.

I also changed the fire shaper a little. Added categories, moved a few items around and toying with coating and decorations. I should be done with this workshop tomorrow.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: g5ash on July 27, 2016, 07:21:24 pm
I've got a save with an undead siege. The saves are on dffd at:

http://dffd.bay12games.com/file.php?id=12304

As before there are two saves, One immediately after the siege arrived, one after all undead have been captured.

Since this siege arrived in the middle of the second year, the fort is barely more than a hole in the ground with a bunker on top. There is no military, or gear for one. However, there should be enough iron to quickly outfit one if needed.
   
I'd also like to note what appears to be a typo in entity_slaver_succubus.txt. The first line on the modest mod section reads: "SYES_MODEST_REACTIONS[PERMITTED_REACTION:MILL_SUGAR]". Is milling sugar a Succubi thing?
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Treason on July 27, 2016, 09:38:53 pm
You need to remove a few races to generate small worlds, otherwise there is not enough space for everyone. The vanilla game was made for 4 organized civilizations.

Otherwise, I added a workshop where you can make clothing out of fire, just for fun. You can make rolls of fire cloths too but I don't know yet how the AI will treat it. This should lead to a lot of hilarious situation where a succubus nurse tries to heal a human with fire.

I'm also trying fire weapons too, I am sure it will not damage the target but if it ignites it that should be useful.

I haven't had my succubi attempt anything with them, actually.  No healing, no making..they just sit at the fireshaper.

Fire-shaped clothing and weaponry is fine but the cloth is useless.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on July 28, 2016, 02:45:12 am
I've got a save with an undead siege. The saves are on dffd at:

http://dffd.bay12games.com/file.php?id=12304

As before there are two saves, One immediately after the siege arrived, one after all undead have been captured.

Since this siege arrived in the middle of the second year, the fort is barely more than a hole in the ground with a bunker on top. There is no military, or gear for one. However, there should be enough iron to quickly outfit one if needed.
   
I'd also like to note what appears to be a typo in entity_slaver_succubus.txt. The first line on the modest mod section reads: "SYES_MODEST_REACTIONS[PERMITTED_REACTION:MILL_SUGAR]". Is milling sugar a Succubi thing?

Thank you for the save, I don't know what the mill sugar reaction is, but Meph can fix this if it's a typo.

I haven't had my succubi attempt anything with them, actually.  No healing, no making..they just sit at the fireshaper.

Fire-shaped clothing and weaponry is fine but the cloth is useless.

Same here, I am removing them.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Meph on July 28, 2016, 02:49:42 am
Milling sugar is part of the modest mod; its just a custom reaction to mill sweet pods. Succubi can do this anyway with "mill plant", modest mod just split that up in a reaction per plant, so you can select the ones you want to mill.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Mithril Leaf on July 31, 2016, 12:05:18 am
The tentacle monster description could use a touch up:
Quote
[CREATURE:TENTACLE_MONSTER] // Summon, war bodyguard, lays slime, can be milked for food or soap
   [DESCRIPTION:A terrifying creature with many tentacles and a corrupt behaviour. Their slime is dangerous to the touch for mortal creatures, but can be gathered by a milker to serve as a substitute for oil. Their compuslive need to their owners of any contaminants earned them a terrible reputation.]
Typo for behavior and compulsive, something is off for "need to _ their owners".
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on August 02, 2016, 03:47:16 am
Alright, I fixed the description and now I am adding newer glass materials for armors.

Edit: And finished tempered and layered glass, the former is a somewhat bad material, except for blunt attacks that can equip troops on a budget, the later is slightly better than iron if you take the time to gather potash and sweet pod syrup. You can make blades of tempered glass too and it should perform slightly better than obsidian.

All glass reactions now directly use sand/pearlash/rock crystal, floating furnace included. No more producing raw glass beforehand.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: meltorefas on August 13, 2016, 04:52:14 am
The unit was created with civ_id as -1, adding newUnit.civ_id = df.global.ui.civ_id fixed the problem.

Is this still fixed/is this fix in game? Because summoned HFS for me in the current (1.13) version are still hostile. :(
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on August 13, 2016, 05:43:10 am
The unit was created with civ_id as -1, adding newUnit.civ_id = df.global.ui.civ_id fixed the problem.

Is this still fixed/is this fix in game? Because summoned HFS for me in the current (1.13) version are still hostile. :(

It should have been fixed already, I'll check it out.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Dirst on August 13, 2016, 09:25:16 am
The unit was created with civ_id as -1, adding newUnit.civ_id = df.global.ui.civ_id fixed the problem.

Is this still fixed/is this fix in game? Because summoned HFS for me in the current (1.13) version are still hostile. :(
"Did you really think you could call up the Devil and ask him to behave?" -- Fox Mulder
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Meph on August 14, 2016, 08:06:42 am
Shouldnt civId -1 always mean hostile?
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on August 16, 2016, 04:52:06 am
Shouldnt civId -1 always mean hostile?

Makes me wonder why they were created that way because I ask for the civId upon creation. My guess is that the game enforce this on underworld creatures so that's my lead.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Meph on August 16, 2016, 05:01:37 am
I did spawn HFS demons in 34.11 with spawnunit, they were friendly. Its not the creatures, its the new scripts fault.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: squamous on August 17, 2016, 07:45:44 pm
If succubi will eventually be able to convert people into demons in worldgen/adventure mode, how will they do it? I was thinking some kind of modified form of the Nightcreature spouse conversion thing.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on August 18, 2016, 10:54:15 am
If succubi will eventually be able to convert people into demons in worldgen/adventure mode, how will they do it? I was thinking some kind of modified form of the Nightcreature spouse conversion thing.

That should be possible as a part of a script that rearrange the succubi settlements when you load the save. This is not going to be done in the current development step however.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: meltorefas on August 19, 2016, 01:30:42 am
Checking it out a little more. The HFS show up in Dwarf Therapist as full citizens with assignable labors and everything, but they attack other citizens on sight (and vice-versa) just like hostiles. I checked them with the gm-editor DFHack command, and they show the same civid as my normal citizens. I have run it several times and each time the first creature summoned is a snow specter, the second a pterosaur brute. I noticed the training status on the snow specter defaults to wild-untamed, whereas the pterosaur brute shows up as domesticated and tame. Doesn't seem to matter, they still immediately start attacking and killing.

Not sure any of that is helpful, sorry. Hope you can fix the issue. Really enjoying the mod in any case though!
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Dirst on August 19, 2016, 08:44:15 am
Checking it out a little more. The HFS show up in Dwarf Therapist as full citizens with assignable labors and everything, but they attack other citizens on sight (and vice-versa) just like hostiles. I checked them with the gm-editor DFHack command, and they show the same civid as my normal citizens. I have run it several times and each time the first creature summoned is a snow specter, the second a pterosaur brute. I noticed the training status on the snow specter defaults to wild-untamed, whereas the pterosaur brute shows up as domesticated and tame. Doesn't seem to matter, they still immediately start attacking and killing.

Not sure any of that is helpful, sorry. Hope you can fix the issue. Really enjoying the mod in any case though!
Sentient creatures always show up as "wild" so that probably isn't the issue.  It sounds like the behavior of being "berserk" which is its own flag under gm-editor.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on August 23, 2016, 07:24:07 am
Checking it out a little more. The HFS show up in Dwarf Therapist as full citizens with assignable labors and everything, but they attack other citizens on sight (and vice-versa) just like hostiles. I checked them with the gm-editor DFHack command, and they show the same civid as my normal citizens. I have run it several times and each time the first creature summoned is a snow specter, the second a pterosaur brute. I noticed the training status on the snow specter defaults to wild-untamed, whereas the pterosaur brute shows up as domesticated and tame. Doesn't seem to matter, they still immediately start attacking and killing.

Not sure any of that is helpful, sorry. Hope you can fix the issue. Really enjoying the mod in any case though!
Sentient creatures always show up as "wild" so that probably isn't the issue.  It sounds like the behavior of being "berserk" which is its own flag under gm-editor.

It might be a specific demon that caused this because mine were fine when I summoned them. The portal however kept crashing the game within seconds after a summoning.

I made it more stable by replacing shivs I wrote for an older create-unit with a proper call.

Also, all summons goes through domestication.

Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Treason on August 23, 2016, 05:22:38 pm
Is it normal for Nightmares to starve to death without access to cavern moss?

Mine do..every single time.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on August 24, 2016, 03:12:58 am
Is it normal for Nightmares to starve to death without access to cavern moss?

Mine do..every single time.

Yes if you have no grass to feed them with. If you embark on an arid biome you are better off butchering them. If you get pet, buying and farming plant will lead their owner to feed them... sometimes.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on August 25, 2016, 07:19:46 am
Gave corruption bugs a shot. I fixed the dfhack errors (makeown.lua was obsolete) and found a lot more issues afterwards. If you corrupt invaders, they are still seen as hostile by your fort and fps is obliterated. Also a few invaders stay in their cages instead of moving out.

This is going to take ages to fix.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: meltorefas on August 27, 2016, 03:51:01 am
Sentient creatures always show up as "wild" so that probably isn't the issue.  It sounds like the behavior of being "berserk" which is its own flag under gm-editor.

Thanks for the tip about berserk, I will look into that. Also, all sentient creatures I embark with (frog demons and HFS) show up as (Tame), not wild. Not that it's apparently relevant, but yes.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Dirst on August 27, 2016, 07:19:17 am
Sentient creatures always show up as "wild" so that probably isn't the issue.  It sounds like the behavior of being "berserk" which is its own flag under gm-editor.

Thanks for the tip about berserk, I will look into that. Also, all sentient creatures I embark with (frog demons and HFS) show up as (Tame), not wild. Not that it's apparently relevant, but yes.
Then it must be that sentient citizens are "wild."  Thanks, I'm sure that will save me a while in troubleshooting some future bug.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: cloud.jhi on August 28, 2016, 08:57:49 am
So I've been sieged by undead, but my nightmares and orthuses(orthi?) and tentacle monsters disassembled them with terrifying ease.
However, the siege has yet to break.
Any ideas what to do?
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: chesse20 on September 05, 2016, 03:01:37 pm
So I've been sieged by undead, but my nightmares and orthuses(orthi?) and tentacle monsters disassembled them with terrifying ease.
However, the siege has yet to break.
Any ideas what to do?
let the surviving undeaed into a weapon trapped room, or set the useless succubi into a military squad to kill the surviving zombo's
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on September 06, 2016, 04:21:21 am
You might find a surviving arm or leg in the units list.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: chesse20 on September 07, 2016, 10:19:53 pm
these are the top 3 error i get when i try to embark and then the game crashes and crashes whenever i try to start another game in the same save
undefined plant material set to default: AGED_MUSHROOM_HELMET_PLUMP AGED_MUSHROOM_HELMET_PLUMP
undefined plant material set to default: AGED_MUSHROOM_HELMET_PLUMP AGED_MUSHROOM_HELMET_PLUMP
*** Error(s) finalizing the entity SUCCUBUS
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on September 08, 2016, 06:37:11 am
these are the top 3 error i get when i try to embark and then the game crashes and crashes whenever i try to start another game in the same save
undefined plant material set to default: AGED_MUSHROOM_HELMET_PLUMP AGED_MUSHROOM_HELMET_PLUMP
undefined plant material set to default: AGED_MUSHROOM_HELMET_PLUMP AGED_MUSHROOM_HELMET_PLUMP
*** Error(s) finalizing the entity SUCCUBUS

You are not the only one to run into such issue, did you change the graphics or settings in the launcher by any chance ?

Otherwise you can send me the save though google drive or dffd.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Meph on September 08, 2016, 07:53:58 am
That error log exists always. I have looked at the damn plant several times. I dont know what undefined material it should be, its a changed, copy+pasted version of the plump helmet with different values.

I have not seen the "*** Error(s) finalizing the entity SUCCUBUS" before. Usually there should be another entry after that, detailing why it failed (?)
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: chesse20 on September 08, 2016, 01:58:33 pm
That error log exists always. I have looked at the damn plant several times. I dont know what undefined material it should be, its a changed, copy+pasted version of the plump helmet with different values.

I have not seen the "*** Error(s) finalizing the entity SUCCUBUS" before. Usually there should be another entry after that, detailing why it failed (?)
the error log then shows after that:
Unrecognized entity toy token: ITEM_TOY_TOY
Impoverished Word Selector
(at least 1000 duplicate object errors)
undefined plant material set to default: AGED_MUSHROOM_HELMET_PLUMP AGED_MUSHROOM_HELMET_PLUMP
undefined plant material set to default: AGED_MUSHROOM_HELMET_PLUMP AGED_MUSHROOM_HELMET_PLUMP
Empty biased index vector
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Meph on October 07, 2016, 10:51:28 am
And a present for Boltgun.

(http://i.imgur.com/tAhWBwn.png)

Hope the fire-ghost sprite is fine.

Missing are baby, child and drunk, top left.

Nobles are dwarven vanilla nobles, I didnt change anything yet.

You also have scholars, performers etc... not much done on them yet, but at least they are there. Hope the dancer = poledancer is ok. :D
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on October 07, 2016, 01:44:01 pm
That's really great, and yes the pole dancer will be perfect for the 'inns'.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Meph on October 11, 2016, 06:28:00 am
(http://i.imgur.com/5AH4qTc.png)
Suggestion: Succubi can summon Imps, small kobold-like demon servants that can do labors, but can't learn skills. Aka haulers.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: endlessblaze on October 11, 2016, 08:16:37 am
Them some pretty good sprites....
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Amostubal on October 12, 2016, 07:41:00 pm
hey boltgun, glad you got the file on the weird action on self civ attack,  Let me know what you figure out. 
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Alkhemia on October 14, 2016, 09:54:32 pm
hmm anyway to fix the traders kidnapping there own caged animals I think the game crashed because of that.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Amostubal on October 15, 2016, 05:53:53 am
if a race (like Kobolds and orcs) are kidnappers it will spam the game they are kidnapping creatures when they carry them off the border... this isn't the reason for your crash.  Its most likely a memory fault.  generally with the really modded Civilizations (which right now is all of them in MWDF) I've had 4 primary game crash points all centered around trading:
1. unloading of caravans by merchants(graphical image changing selection drops fps to 0),
2. setting trader requested at Depot(I think the game is working out values of items, too many items and its locking),
3. caravans loading up, and
4. caravans leaving the map (I think its more math being worked out for how much you sold and how this effects rep and other things).

all 4 of these I can get past by quicksave.
1a.  Quicksave when the caravan appears at map edge.
1b.  Quicksave after caravan is set up.
2a.  Quicksave prior to setting trader requested at Depot.
3a.  Quicksave after trades are completed.
3b.  Quicksave when it says they will embark soon.
4a.  Quicksave when they move out from Depot.
4b.  Quicksave when they are exited from the map.

the entire issue around caravans is they are memory Hogs. when they show up they bring a thousand new items for every mob on the map to consider when selecting jobs, theres a lot of Civ/trade "math" going on in the background.  They leak all over the place causing memory failure eventually,  In Vanilla DF on a common 1G ram laptop, running 2 years through 3 trades a year(i.e. No pause, No restart, straight through) will eventually lead to a crash on its own.  Add in the massive amount of dfhack scripts that are ran for the "Modded races", along with special buildings, and other things.... well not every computer is created equally.  by a 3 or 4th year fortress, I quicksave every 10 in game days and restart the game every 3 months or every caravan arrival, just to avoid crashes related to memory leaks/faults.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: PlotVitalNPC on October 15, 2016, 11:35:18 pm
Shame about the memory leaks. 64 bit derf fert may have overcome the software limitations, but it can't stand in for hardware limitations.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Amostubal on October 16, 2016, 11:00:17 am
agreed memory leaks and the game stack are the 2 primary reasons DF has been crashing/lagging as far as I can tell since the beginning.  eventually RAM is either over filled and the computer shuts it down or there is too many things going on for the cpu to process the thread.  graphics add to it, item count adds to it, multiple paths from location to location add to it.... I don't think they ever figured out and added multi-thread processing,  If they did 99% of the current game problems would disappear, FPS would stabilize, and separate threads could clean up memory while others are stacking memory.  Last I looked they were still a single thread C+ program which means that the same thread that adds to the load, has to remove it, and clean it, do saves etc.

been checking out fullscreen mode lately, I've been staying in windows so that I can access dfhack etc easily... It seems that fullscreen (which with many other games help speed up fps) does not seem to help with fps at all and from what I can see will actually cause more lag and crashes.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Amostubal on October 17, 2016, 06:38:12 pm
Boltgun  I have another one that acted weird... This time its a white tiger woman thief.  It converts give me a message that a cambion has been formed... I was going to save after giving the command, but I got distracted and saved at conversion point.  suddenly the game tells me that she is a cambion, bas long as I leave the patriarch(damn succubus voted for the hottest man they had... think hes one of 6 out of 60+ lol) and the thief inside the room locked in, everything is fine, but the moment  I unlock the door a tentacle monster attacks the thief and the whole thing spirals out of control as FPS drops to 0 and eventually every mob is chasing her.... The cage says it has her in it, when viewed, but externally with (k) or (t) it says its a cambion....  I'll zip it up tonight and post it, so you can have the fun too....

here's an image of the cage:
(http://image.prntscr.com/image/a13f7a5512084f4f94650f901a813c07.png)

If I unbuild the cage, it will continue to look like this on the view page, but if I rebuild it, it will then say it is empty and then its all over as by this time for me... It FPS to 1-5 and crashes a couple of minutes later.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Amostubal on October 17, 2016, 09:07:56 pm
alright Boltgun  I left her locked in the basement for about 10 days she calmed down and dropped her dagger... I then let her out and she acted right... shes now chilling in the tavern listening to stories.... something about the first moment shes out shes terrified and outraged you have to wait for her terrified tag to drop in the thoughts... I still have a cage that says shes in it.... The biggest problem is you have to separate her from the one who converts her, otherwise they run in circles and her thoughts don't change.... http://dffd.bay12games.com/file.php?id=12508&posted=true#c_1087 (http://dffd.bay12games.com/file.php?id=12508&posted=true#c_1087)
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on October 18, 2016, 04:33:31 am
Okay so the game maintains a list of who is hostile to whom and update it from time to time.

It seems that the game isn't properly informed of the side change. I did clear hostility before but it seem to expect something new from me. The FPS drop makes it even worse.

Fixing this might take me a while however, I got some serous issues irl and will be unable to get much work done until then.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Amostubal on October 18, 2016, 05:20:33 am
yeah I'm going to try one more build of it... Going to place the next prisoner on a chain in a boxed in room, whats the range on the den of inequity?

sorry to hear your having IRL problems.  Hope everything turns out ok.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on November 10, 2016, 05:01:12 am
I'm going back into the succubi part, I do not have the brain power to fix bugs yet but I'm attacking the manual, updating the quick guide and doing my best to make the mod easy to understand. I also started working on Meph's 32x tileset so I hope to have the missing baby and child tiles soon.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Amostubal on November 10, 2016, 09:09:26 am
where's my like button? lol
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: blapnk on November 11, 2016, 01:37:20 pm
I summoned 16 frog demons to work as my construction crew and now i have a frogsplosion of tiny frog demon babies. Can't be slaughtered, leave ghosts behind if they do have an accident and the frog demons don't need to get into a relationship to spawn more of them.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Amostubal on November 11, 2016, 05:01:46 pm
I always end up killing frog babies by stranding them on roofs.... Behind blocked mine shifts... cutting down their treehouse... digging holes under them... collapsing floors... deconstructing bridges... first attacked by invading armies... locked outside during a megabeast/titan/dragon attack... generally exterminator and frog babies are the worst... they are so antisocial they end up where no one is and then you can't get them to move.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on December 13, 2016, 08:10:23 am
I went back into poking the code and huzzah! The problem with corrupting invaders leading to instant FPS death is fixed.

So that's it for the current bugs, next up are fleshworking and the guides.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Weirdsound on December 13, 2016, 05:14:40 pm
I always end up killing frog babies by stranding them on roofs.... Behind blocked mine shifts... cutting down their treehouse... digging holes under them... collapsing floors... deconstructing bridges... first attacked by invading armies... locked outside during a megabeast/titan/dragon attack... generally exterminator and frog babies are the worst... they are so antisocial they end up where no one is and then you can't get them to move.

I've been playing some Succubus recently and have been having these issues as well, and I think I have an idea for them. I don't know DF hack, so I'm not sure if it is possible, but a 'Summon Spirit of Corruption' interaction at the summoning portal might do the trick. For the cost of a prepared meal, a random sentient non-Succubus baby or child on the map is transformed into tame adult non-sentient evil biome creature.

Another idea might be a 'Corrupt Restless Spirit' option at the Den of Inequity that turns a non-Succubus ghost on the map into something useful. Perhaps even a 'Combine Ghosts into Horrible Fell Spirit' that can serve as an alternate means of summoning a demon.

---

On another note, I've been wanting to practice modding raws, and would love to contribute a bit over winter break. I'm open to suggestions for where I can help, but I was thinking of making Succubus castes for the fortress defense races; It would be easy enough for my first experimentation with the raws, as I'd have the castes you made and the original fortress defense races to use as a baseline.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Amostubal on December 13, 2016, 08:19:45 pm
hey BOLTGUN, I found an error, in reaction_succubus.txt, line 348, in the float clear block reaction:
   [PRODUCT:100:10:WINDOW:NONE:GLASS_CLEAR:NONE]
it should be:
   [PRODUCT:100:10:BLOCKS:NONE:GLASS_CLEAR:NONE]


Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on December 14, 2016, 04:08:34 am
hey BOLTGUN, I found an error, in reaction_succubus.txt, line 348, in the float clear block reaction:
   [PRODUCT:100:10:WINDOW:NONE:GLASS_CLEAR:NONE]
it should be:
   [PRODUCT:100:10:BLOCKS:NONE:GLASS_CLEAR:NONE]

Got it, this will be fixed as soon as I send a patch to Meph.

By the way, prisoner corruption has been made easier by using only a tenth of a soap bar. So if the succubi grab the bar to take a bath, it is still usable in the reaction.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Amostubal on December 14, 2016, 04:46:11 am
awesome!!! most succubus bases I've had start looking like a roman bath house... there's soap everywhere!
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on December 14, 2016, 08:03:05 am
awesome!!! most succubus bases I've had start looking like a roman bath house... there's soap everywhere!

That is not a problem by itself.  ;)

I also made an attempt in stopping body fluids from burning creatures. I only managed to prevent it from burning grass. Spitting on enemies is still a one hit kill.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: endlessblaze on December 14, 2016, 04:27:39 pm
Lol.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: PlotVitalNPC on December 15, 2016, 10:10:43 pm
awesome!!! most succubus bases I've had start looking like a roman bath house... there's soap everywhere!

That is not a problem by itself.  ;)

I also made an attempt in stopping body fluids from burning creatures. I only managed to prevent it from burning grass. Spitting on enemies is still a one hit kill.
I've never noticed it being a 1hko, per say, in adventure mode.
Just mildly harmful.

Still, that's what happens when your internal temperature is comparable to lava.
 I pity the moron who tries to sleep with a succubus while not being corrupted themself.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Weirdsound on December 16, 2016, 05:20:26 am
I pity the moron who tries to sleep with a succubus while not being corrupted themself.

Urist Cancels Operate Screw Press: On Fire
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Muxia on December 19, 2016, 11:25:33 pm
I used the Meph tileset, but the graph of succubus is still the same as the phoebus tileset. I found the document of new graph of succubus of Meph teileset but dont know how to use them.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Dookmiester on December 20, 2016, 04:46:32 am
Ignore added to my other post.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Kars on January 04, 2017, 04:39:28 am
This may be a dumb question considering the succubus immunity to fire and lava, but are succubi at all affected by ambient temperature? Like when you embark in a scorching area.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Boltgun on January 04, 2017, 04:41:31 am
This may be a dumb question considering the succubus immunity to fire and lava, but are succubi at all affected by ambient temperature? Like when you embark in a scorching area.

No, they aren't. You can also embark on a freezing biome.
Title: Re: ☼Succubus☼ - Discussions and suggestions (help needed)
Post by: Dorenabel on January 05, 2017, 04:20:08 pm
Apologies for probably dumb question, i haven't played DF 2 or 3 years or something like this, it took 3 days to generate world with embark site which I like, (glumprongs,terrifying biome, ocean shore, river and rain of blood with alot of neighbors) and atm I really want to play instead of inspecting raws and wiki.. Is optimal succubus uniform look like this?  ::)
Spoiler (click to show/hide)
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on January 06, 2017, 03:31:38 am
Almost, you can add a metallic corset under the leather armor / breastplate to add another layer of solid protection. The corset is only 75% coverage but being underwear it stacks.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on January 12, 2017, 08:03:10 am
While we wait for the next DF version, here's the patch fixing issues with corruption :

https://drive.google.com/file/d/0B8QFWS9tHkaaWjdTczBXSmtIY3M/view?usp=sharing

To install it, unzip the archive into the Dwarf Fortress subfolder, overwriting existing files, then generate a new world.

Enjoy.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: PiggiesGoMoo on January 12, 2017, 06:00:58 pm
While we wait for the next DF version, here's the patch fixing issues with corruption :

https://drive.google.com/file/d/0B8QFWS9tHkaaWjdTczBXSmtIY3M/view?usp=sharing

To install it, unzip the archive into the Dwarf Fortress subfolder, overwriting existing files, then generate a new world.

Enjoy.

Just started a game with that patch, and I noticed that 5 of my 7 first succubi and incubi have no names.

EDIT: It seems the second migrant wave all had names, unlike the first. However there was one nightmare foal without a name.
EDIT2: Scratch that, there are still nameless succubi in every migrant wave.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Dorenabel on January 12, 2017, 06:52:21 pm
@Boltgun
Thanks for answer, but i can't add corset, unless i remove bodysuit, permit on items to low. Well, unless it's succub on arena/adventure - there i can add corsets, but it's unimportant because equipping items in fort mode use a slightly different set of rules and i have no interest in any mode except fortress. Another issue with corsets - civilians wear them and steal from stockpiles like there is no tomorrow. Each time when merchants arrive i can sell anything except corsets - hundreds of them claimed and unavaliable for trade without dfhack. Also i found on wiki that [STRUCTURAL_ELASTICITY_WOVEN_THREAD] wich corsets have making even cloth from adamantine useless in combat while bodysuit have [STRUCTURAL_ELASTICITY_CHAIN_ALL] and better coverage. All together was the reason why i used bodysuit in my uniform template instead of corsets, but i totally skipped [METAL_ARMOR_LEVELS] on corset before you answered and i inspected raws again. At least i consider corsets as a worthy alternative to bodysuits now and i'll probably test what actually better in combat, but later, because i have more important issues atm - like: "Why can't i milk tentacle monsters? I am sure manual had something about it - disable standardized milk, new world gen. Okay, so now i have something i can use as oil and it's free.. Wait, so hardened leather require tallow, not oil, i am pretty sure i had solid oil industry last time i played to improve leather.. Well, it was long ago and it was another races, so doesn't matter actually, i guess the process of milking tentacle monsters totally worth it to have in the game, even without benefits - it's fine, probably i could use more soap in fortress.. Why there is no reference to obsidian in ammo and armor stockpile? - Well, sometimes it's better to give up and forge arrows instead.. And merchants always ready to take away excess of obsidian armor, unless they came before i built trade depot and wagons simply vaporized on map edge leaving alot of good stuff on ground. Or maybe they died like one another migrant before - just died when i was inspecting who came to my fort, she barely crossed half of screen from map edge and just died on my eyes without any trace in game log, probably she just was too old and her time has come.. Wait, aren't they live like 5-6 thousand years? Aha, i knew it, rarely, but gauntlets which neither left nor right exist! I wish all of them was like this in the game, even if it's anatomically inaccurate." In short - i am really enjoying playing succub fortress, thanks for creating it  :P
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Amostubal on January 12, 2017, 07:30:13 pm
@Boltgun
Thanks for answer, but i can't add corset, unless i remove bodysuit, permit on items to low. Well, unless it's succub on arena/adventure - there i can add corsets, but it's unimportant because equipping items in fort mode use a slightly different set of rules and i have no interest in any mode except fortress. Another issue with corsets - civilians wear them and steal from stockpiles like there is no tomorrow. Each time when merchants arrive i can sell anything except corsets - hundreds of them claimed and unavaliable for trade without dfhack. Also i found on wiki that [STRUCTURAL_ELASTICITY_WOVEN_THREAD] wich corsets have making even cloth from adamantine useless in combat while bodysuit have [STRUCTURAL_ELASTICITY_CHAIN_ALL] and better coverage. All together was the reason why i used bodysuit in my uniform template instead of corsets, but i totally skipped [METAL_ARMOR_LEVELS] on corset before you answered and i inspected raws again. At least i consider corsets as a worthy alternative to bodysuits now and i'll probably test what actually better in combat, but later, because i have more important issues atm - like: "Why can't i milk tentacle monsters? I am sure manual had something about it - disable standardized milk, new world gen. Okay, so now i have something i can use as oil and it's free.. Wait, so hardened leather require tallow, not oil, i am pretty sure i had solid oil industry last time i played to improve leather.. Well, it was long ago and it was another races, so doesn't matter actually, i guess the process of milking tentacle monsters totally worth it to have in the game, even without benefits - it's fine, probably i could use more soap in fortress.. Why there is no reference to obsidian in ammo and armor stockpile? - Well, sometimes it's better to give up and forge arrows instead.. And merchants always ready to take away excess of obsidian armor, unless they came before i built trade depot and wagons simply vaporized on map edge leaving alot of good stuff on ground. Or maybe they died like one another migrant before - just died when i was inspecting who came to my fort, she barely crossed half of screen from map edge and just died on my eyes without any trace in game log, probably she just was too old and her time has come.. Wait, aren't they live like 5-6 thousand years? Aha, i knew it, rarely, but gauntlets which neither left nor right exist! I wish all of them was like this in the game, even if it's anatomically inaccurate." In short - i am really enjoying playing succub fortress, thanks for creating it  :P
Apologies for probably dumb question, i haven't played DF 2 or 3 years or something like this, it took 3 days to generate world with embark site which I like, (glumprongs,terrifying biome, ocean shore, river and rain of blood with alot of neighbors) and atm I really want to play instead of inspecting raws and wiki.. Is optimal succubus uniform look like this?  ::)
Spoiler (click to show/hide)

Order of being added to the uniform...
item listed above another is considered under, and will equip if possible, some items can fit over or under, corsets only fit under. so in the order you stated of:
Leather Armor/(Breastplate) - Shaped armor
Mailshirt - Because why not.
Upper Bodysuit - UBSTEP:MAX
the leather armor is on bottom, the mailshirt is slid over that and the bodysuit is situated on top of everything(its stretchy).

the modified setup would be:
corset - first its fitted and wont let anything under it.
Leather armor or breastplate - sure why not, I always put it on last but why not.
mailshirt - eh lets cover up more
upper bodysuit.... now I look like a body builder with a lot of gear under it....

but since the mailshirt does not wear out at least it protects leather armor.... but the bodysuit is going to get shredded.

reverse the order:
corset - first its fitted and wont let anything under it.
upper bodysuit.... now I look like a ballarina like I'm suppose to....
Leather armor or breastplate
mailshirt - now your mail shirt is protecting wear on everything else.

you can do the same with just about everything else, so leggings first then greaves, the other way it wont equip.  socks first then boots, thong first then lower bodysuit.

modifying this list.

Head:
mask/veil - don't succubus get one of these.
Helm - default option

Body:
Corset
Upper Bodysuit
Leather Armor/(Breastplate) - Shaped armor
Mailshirt - Because why not.

Legs:
thong
stockings
Lower Bodysuit
Leggings - defensive armor for blades
Greaves - serious armor for hammers bites etc.
skirt is still impossible without loosing greaves... which provide better protection.

Gloves:
mittens/gloves
Gauntlets

Boots:
socks
High Boots

add:
cloak
shield

its been a couple of months since I played succubus, but the order of equipping is always inside to outside as you go down the list.  If it can't go over, try to put it under. 

the rest of what you post... oil is not for improving leather... tallow does that, but you can make soap from the tentacle oils.

obsidian armors and weapons suck unless you aren't finding metals you need... they have to be manually set in the equip menu in the military screen and never get picked up without doing so.  Same for the ammo, you have to manually set them in the ammunition menu in the military screen. 

Chances are if you are just like any other succubus player, you have set your map on fire a dozen times... primary loss of traders is their wagons and goods were caught in a fire. 

Migrants shouldn't be just dying... unless it was one of the various intelligent pet races who stepped through a fire. 

some of the guantlet creation reactions that occur not at a forge will produce not left or right gauntlets... the handedness should be applied by a dfhack script that is running in the background on succubus... give it a day or two... 
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on January 13, 2017, 03:44:25 am
While we wait for the next DF version, here's the patch fixing issues with corruption :

https://drive.google.com/file/d/0B8QFWS9tHkaaWjdTczBXSmtIY3M/view?usp=sharing

To install it, unzip the archive into the Dwarf Fortress subfolder, overwriting existing files, then generate a new world.

Enjoy.

Just started a game with that patch, and I noticed that 5 of my 7 first succubi and incubi have no names.

EDIT: It seems the second migrant wave all had names, unlike the first. However there was one nightmare foal without a name.
EDIT2: Scratch that, there are still nameless succubi in every migrant wave.

This might be related to the extended dictionary, I'll have to check.

I forgot about fort mode rules being a bit different. But I had no issues with metal corsets, METAL_ARMOR_LEVELS make metal corset a whole different. Either way it is worth dropping bodysuits for corsets, especially if you already have a mail shirt.

I'll fix tentacle monsters milking to enforce slime production. Standardized tissues and products can cause a lot of problems so tell me whenever something is not working as it should. I will add oil based leather soon to make slime useful, along with another tier of leather products to make good armor. You never have enough soap anyway.

Obsidian ammo and armor are an oddball. They cannot be stockpiled and must be manually given in the military > equip screen and there isn't much we can do about it. Same for glass armor. It is a bit annoying but the workshop can hold a lot of products before getting cluttered.

I'm glad that you enjoy it.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Dorenabel on January 13, 2017, 06:50:09 am
@Amostubal
Order of being added to the uniform...
I am grateful for this.  :D Yes, for this one sentence - i have no idea why but this triggered something buried very deep in memory, no seriously, i just stopped at variant without corset and stockings in initial post because i had all kinds of item equipment problems simply because one sock or stocking was always missing or boot or whatever else and i couldn't figure out how to make it work, so i tought it's LAYER_SIZE or LAYER_PERMIT messing things..
And so i resolved last issues with uniform:
Spoiler (click to show/hide)

reverse the order: etc etc
it's unnecessary - well, it's good and somewhat helpful if you know nothing, but in my case i simply forgot almost all, but had idea how it should be, but i had to inspect raws, wiki (but i forgot how to read raws, what is what, 3 years passed alot of things could change, etc etc etc) and create my own easy to read list, and in the end this is exactly what i did.. after i solved issue with boots and stockings. But as long as you have right items in uniform in any order - soldiers will equip everything, you can test it yourself, well except cursed BOOTS slot, that's why i was looking for "uniform", not item list, and Boltgun gave me absolutely correct answer about corset, but i was confused myself in initial post (and was confused until today because i turned blind eye on equipment for some time), no, seriously, type in google "bodysuit", look on all those girls on pictures and try to imagine how to wear this OVER armor.. so i sort of inspected raws initially, but in my mind bodysuit was UNDER, both lower and upper suits, and thanks to BOOTS my mind wasn't focused around what and how they wear on body.. actually i was sure suits is UNDER until i made my list

the rest of what you post... oil is not for improving leather... tallow does that, but you can make soap from the tentacle oils.
I fugured that out but whole part in quotes was not questions but attemp to share enjoyment. Yes, there is some question marks but they aren't questions  :P
Spoiler (click to show/hide)

obsidian armors and weapons suck unless you aren't finding metals you need... they have to be manually set in the equip menu in the military screen and never get picked up without doing so.  Same for the ammo, you have to manually set them in the ammunition menu in the military screen.
Military able to use them just fine, unless you have something better and want to use obsidian instead, stockpiles on other hand.. But obsidian equipment in my games isn't for fighting against sieges - it's still armor, and soldiers able to train armor skill. If everyone in military they can have at least some armor and survive minor accidents (even accidents involving uninvited guests with just 3 wrestlers without shields - good enought for basically free armor) Zero management for whole industry and magma wells ready to spawn magma from south instead of north - right in moat full of walking dead invaders - "See you around, ferromancer." No any enjoyment or kills count from them anyway. As for good materials - on previous embark i had map full of cobaltite, almost nothing else, but succubs can't refine it, in current game i have flux and tons of gold + platinum, but it's fine.. never had mining game in DF, most of my metals always from traders/invaders. Haven't had a chance to catch even basilisk yet either for afelsteel.. But before first few waves of invasions i still have to use something for training and obsidian fits just fine for this. For late game yes, it's bad, but i have to much new worldgens and embarks to adjust settings in game how i want etc.

Chances are if you are just like any other succubus player, you have set your map on fire a dozen times... primary loss of traders is their wagons and goods were caught in a fire.
I set several times several maps on fire already, (i wish i had something like "Consume Flames" ritual to stop fires on whole map  :-\) but this was accident in last embark and i haven't even single forest fire on map yet. It was first summer caravan from succubs, (that's why no Trade Depot, i have nothing to sell at first summer anyway) i see warning "wagons passed inaccesible site or something like this", instantly hit pause - look where they are, inspect creatures on map - wow, "Wagon" is dead/missing! But i guess i'll have another embark for recent fix soon to try it again, unless it's 100% repetable for any embark -  random bugs to random to bother..

Migrants shouldn't be just dying... unless it was one of the various intelligent pet races who stepped through a fire. 
Pure succub/incub whatever, no any fire.. Some toxic rains but no one else died from them except some fliers, probably they freeze in terror or something like this and die from fall damage - nothing else except fall damage in log. Maybe she spawned without brain or blood or whatever - some migrants missing limbs sometimes, maybe she had some curse - several  towers around, i dunno. Unless i'll encounter few more like this and find something in common it's unimportant.


some of the guantlet creation reactions that occur not at a forge will produce not left or right gauntlets... the handedness should be applied by a dfhack script that is running in the background on succubus... give it a day or two...
I'll check gauntlets later again but i guess that's exactly what happened.


@Boltgun

I forgot about fort mode rules being a bit different. But I had no issues with metal corsets, METAL_ARMOR_LEVELS make metal corset a whole different. Either way it is worth dropping bodysuits for corsets, especially if you already have a mail shirt.
Already did it today. From now on it's corset+armor+chain for body. I just had few mistakes on my part but before i sorted them out i guess no one could help me because question itself was slightly incorrect, i messed up with layers on bodysuits, well doesn't matter anymore but i wish i had equipment table for mod+vanilla items before i started playing.. nothing especial to check raws when you playing offten and know most bugs, but in my case i prefer to forget almost everything about games before returning to them. Making things more interesting.

I'll fix tentacle monsters milking to enforce slime production. Standardized tissues and products can cause a lot of problems so tell me whenever something is not working as it should. I will add oil based leather soon to make slime useful, along with another tier of leather products to make good armor. You never have enough soap anyway.
Oil for leather improvement was just old memories, unless it's already was in plans it's better to leave memories in past  :) I wish i knew how some things should be though - wouldn't spend so much time time for trial and errors. I still have no idea why sometimes summoned from portal creatures behave fine and sometimes going rambo on whole fort or why they have so much numbers in names etc but i guess it's all like obsidian gear - to easy to spot, so it would have been fixed already if it was easy to fix.

PS ignore typos and mistakes - haven't studied english and haven't time to check grammar or spelling today  ::)
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Amostubal on January 13, 2017, 07:49:52 am
While we wait for the next DF version, here's the patch fixing issues with corruption :

https://drive.google.com/file/d/0B8QFWS9tHkaaWjdTczBXSmtIY3M/view?usp=sharing

To install it, unzip the archive into the Dwarf Fortress subfolder, overwriting existing files, then generate a new world.

Enjoy.

Just started a game with that patch, and I noticed that 5 of my 7 first succubi and incubi have no names.

EDIT: It seems the second migrant wave all had names, unlike the first. However there was one nightmare foal without a name.
EDIT2: Scratch that, there are still nameless succubi in every migrant wave.

No need to be checked.... there was ano error in 0.9 of the expanded dictionary of several blank word errors... it's already fixed in the latest edition.  It primarily effected base English, succubus and kobold....  blank words are now a priority for that script... but in 10.2 (latest stable edition) and 10.3(current work in progress) no blank words present.  Link to 10.2 in my signature.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: meltorefas on February 18, 2017, 03:59:15 am
So in 1.23 I am still having the issue where summoned HFS are hostile. Also reloading from a save prior to summoning the HFS always results in the same type of HFS being summoned... not sure if this is intended, but I would actually prefer being able to savescum my way to something that isn't made of fire.

I've uploaded a save right before the HFS is summoned, in case that is relevant: http://dffd.bay12games.com/file.php?id=12726

(Note: I am using modded RAWs, but nothing related to this I don't think. Mostly cosmetic stuff like changing succubus racial names/descriptions, removing male frog demon caste to prevent them from breeding, friendly/less evil ferric elves, and a few other minor things.)
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on February 19, 2017, 04:22:23 am
So in 1.23 I am still having the issue where summoned HFS are hostile. Also reloading from a save prior to summoning the HFS always results in the same type of HFS being summoned... not sure if this is intended, but I would actually prefer being able to savescum my way to something that isn't made of fire.

I've uploaded a save right before the HFS is summoned, in case that is relevant: http://dffd.bay12games.com/file.php?id=12726

(Note: I am using modded RAWs, but nothing related to this I don't think. Mostly cosmetic stuff like changing succubus racial names/descriptions, removing male frog demon caste to prevent them from breeding, friendly/less evil ferric elves, and a few other minor things.)

I fixed that in this patch : https://drive.google.com/file/d/0B8QFWS9tHkaaWjdTczBXSmtIY3M/view?usp=sharing

Meph did not integrate it in the game yet. But if you add the scripts directly into your save this should fix your problems.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: meltorefas on February 27, 2017, 12:36:43 am
I fixed that in this patch : https://drive.google.com/file/d/0B8QFWS9tHkaaWjdTczBXSmtIY3M/view?usp=sharing

Meph did not integrate it in the game yet. But if you add the scripts directly into your save this should fix your problems.

Ahh, sorry, I must have missed that when I was looking back through the thread! Thank you very much. :D


Actually it looks like I was already using that patch. Regardless, I tried applying (or reapplying) it just now and summoned HFS are still hostile. :(
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on February 28, 2017, 04:40:22 am
I fixed that in this patch : https://drive.google.com/file/d/0B8QFWS9tHkaaWjdTczBXSmtIY3M/view?usp=sharing

Meph did not integrate it in the game yet. But if you add the scripts directly into your save this should fix your problems.

Ahh, sorry, I must have missed that when I was looking back through the thread! Thank you very much. :D


Actually it looks like I was already using that patch. Regardless, I tried applying (or reapplying) it just now and summoned HFS are still hostile. :(

Okay, I'll give it another test. Underwold creatures behaved badly in this version.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Harem-Rose on April 20, 2017, 08:04:48 pm
Hello,

I have been having a similar issue as g5ash with corruption. I have screen capped his post here: http://i.imgur.com/lmahwUT.png (http://i.imgur.com/lmahwUT.png)

I had this issue about a year ago and I gave up trying to use it for a while.

Recently I came back and tried my hand at another fortress. It took about 4 years before I was ambushed by war elephants. I captured most of them and killed the rest.
The ones that I captured had their cages constructed around a Den of Iniquity I had constructed for this purpose. I set up a corrupt prisoners job and waited till a succubus was at the job site starting the job. I saved and made a backup. I reloaded and let the job run. It worked in transforming 1 of the 13 war elephants I had around it. I got an announcement that "war elephant has transformed into Oni". The new oni was not showing up in my citizens, or pets. I checked 'others' and saw that instead of a war elephant there was a 'mace dame' 'caged prisoner'.

I ran another corruption job. A succubi came by and performed the actions, got a similar dfhack message. However it looks like it tried to convert the oni that was already transformed.
I moved that oni cage to a cell, linked it to a lever, locked the door, and let her out. She showed as an invader. I let her out and she started attacking people. Backed out and reloaded. Rinse and repeat. Another invader.
This time I moved the cage and tried another job. It worked and I ended up with another invader Oni. I moved this one again and let it out in a locked room. I kept running more jobs until I had ran it about 10 times.
Out of 10 times I ended up with 2 citizens. The first one I quickly let out, which ended up with him getting chased around the fort by other succubi before getting killed. The second one I put some food in with her, left her in the room (not cage) for a while (a few days?) and let her out. At first she didn't leave her room so I added her to an empty military squad and told her to station somewhere. Several animals came and started to attack her. She started fighting back, which led to other succubi arriving to maul her to death.


I took a few captures of dfhack after the corruption ran:

This (http://i.imgur.com/LEDOBd1.png) image shows two jobs that converted the war elephants into Oni, but left them as invaders
This (http://i.imgur.com/z1XMXTA.png) is another showing two failed jobs leading to "invader" oni.
This (http://i.imgur.com/Ko5wHRQ.png) image shows the corruption job that led to the "citizen". The other issue is that releasing the "citizen" oni has them walk around a little bit before getting attacked by, or attacking animals in the fort. This irritates all the other succubi which causes them to kill the new "citizen". (Or be killed by the new citizen)


I uploaded the saves here:
http://dffd.bay12games.com/file.php?id=12851




I made a couple of small changes that I feel are unrelated to my issue, however I am providing the information in case there is some reason for the issues.
- I made a small change to the raws to have "summon tentacle monster" use venom instead of nightmare milk. I had buckets of Nightmare milk and I couldn't activate that job. The milk was not in use by a job and was also in a stockpile near the summoning portal.
- I was having an issue with the succupatch's language not having enough words so I had created a program in excel to duplicate the dwarven language to the succubus language for any words that were missing which I then placed into the language_succubus file.

I definitely appreciate all the work you have put in to this mod and would love to be able to use the corruption feature as it is a very interesting concept. I would love something other than soap as a reagent, succubi and guests keep stealing it to wash themselves. It rains nauseating filth on this map every other day. I don't like changing rules to suit me unless the current rules aren't working as intended (Nightmare Milk).

I was curious though, is corruption supposed to convert all at once, or one at a time?

I would like to thank you ahead of time for looking into this.

EDIT #01:
I was asked what version I am using.
I used 1.24b to generate the world. I copied the saves to the 1.24c folder. I know for general purposes this won't change most of what's generated, however any scripts that are referenced should be affected.
Just because: I am including picture links of all of the masterwork settings as they were in 1.24b when I initially generated the world.
http://i.imgur.com/NelUOFd.png
http://i.imgur.com/NEoxcXl.png
http://i.imgur.com/KlOwFHC.png
http://i.imgur.com/jv87rvp.png
http://i.imgur.com/q4xuaQF.png
http://i.imgur.com/xGNQCqc.png
http://i.imgur.com/IpxvcN7.png
http://i.imgur.com/HdAKmFx.png
http://i.imgur.com/afoDHhE.png
http://i.imgur.com/rcIGMLZ.png
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Amostubal on April 20, 2017, 08:48:36 pm
Hello,

I have been having a similar issue as g5ash with corruption. I have screen capped his post here: http://i.imgur.com/lmahwUT.png (http://i.imgur.com/lmahwUT.png)

I had this issue about a year ago and I gave up trying to use it for a while.

Recently I came back and tried my hand at another fortress. It took about 4 years before I was ambushed by war elephants. I captured most of them and killed the rest.
The ones that I captured had their cages constructed around a Den of Iniquity I had constructed for this purpose. I set up a corrupt prisoners job and waited till a succubus was at the job site starting the job. I saved and made a backup. I reloaded and let the job run. It worked in transforming 1 of the 13 war elephants I had around it. I got an announcement that "war elephant has transformed into Oni". The new oni was not showing up in my citizens, or pets. I checked 'others' and saw that instead of a war elephant there was a 'mace dame' 'caged prisoner'.

I ran another corruption job. A succubi came by and performed the actions, got a similar dfhack message. However it looks like it tried to convert the oni that was already transformed.
I moved that oni cage to a cell, linked it to a lever, locked the door, and let her out. She showed as an invader. I let her out and she started attacking people. Backed out and reloaded. Rinse and repeat. Another invader.
This time I moved the cage and tried another job. It worked and I ended up with another invader Oni. I moved this one again and let it out in a locked room. I kept running more jobs until I had ran it about 10 times.
Out of 10 times I ended up with 2 citizens. The first one I quickly let out, which ended up with him getting chased around the fort by other succubi before getting killed. The second one I put some food in with her, left her in the room (not cage) for a while (a few days?) and let her out. At first she didn't leave her room so I added her to an empty military squad and told her to station somewhere. Several animals came and started to attack her. She started fighting back, which led to other succubi arriving to maul her to death.


I took a few captures of dfhack after the corruption ran:

This (http://i.imgur.com/LEDOBd1.png) image shows two jobs that converted the war elephants into Oni, but left them as invaders
This (http://i.imgur.com/z1XMXTA.png) is another showing two failed jobs leading to "invader" oni.
This (http://i.imgur.com/Ko5wHRQ.png) image shows the corruption job that led to the "citizen". The other issue is that releasing the "citizen" oni has them walk around a little bit before getting attacked by, or attacking animals in the fort. This irritates all the other succubi which causes them to kill the new "citizen". (Or be killed by the new citizen)


I uploaded the saves here:
http://dffd.bay12games.com/file.php?id=12851




I made a couple of small changes that I feel are unrelated to my issue, however I am providing the information in case there is some reason for the issues.
- I made a small change to the raws to have "summon tentacle monster" use venom instead of nightmare milk. I had buckets of Nightmare milk and I couldn't activate that job. The milk was not in use by a job and was also in a stockpile near the summoning portal.
- I was having an issue with the succupatch's language not having enough words so I had created a program in excel to duplicate the dwarven language to the succubus language for any words that were missing which I then placed into the language_succubus file.

I definitely appreciate all the work you have put in to this mod and would love to be able to use the corruption feature as it is a very interesting concept. I would love something other than soap as a reagent, succubi and guests keep stealing it to wash themselves. It rains nauseating filth on this map every other day. I don't like changing rules to suit me unless the current rules aren't working as intended (Nightmare Milk).

I was curious though, is corruption supposed to convert all at once, or one at a time?

I would like to thank you ahead of time for looking into this.

I'll ask only because I spotted it first.... which version of masterwork was you operating in?  if its 1.24c I'm interested in the issue.  if its 1.23 then the next question is did you have the patch from above from boltgun installed?

versions matter, and I haven't played succubus since 1.22.... I really should... but I haven't had the time.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Harem-Rose on April 20, 2017, 09:46:49 pm
I generated the world in 1.24b (43.05)
I did apply the SuccuPatch_1612.7z (This is what caused the succubus language to go from 14000 words to 1700, which is why I had to fix it)

I also downloaded 1.24c (43.05) and moved my save over there. I additionally verified that all of the .lua files referenced in the error report I provided matched line per line (notepad++ compare feature) to the ones that were provided in the succupatch file.

The big thing holding me back from trying with a newly generated world in 1.24c is that it took 4 years to get my first siege of any kind. I don't know dfhack well enough to generate bars of soap and chains, create a den of iniquity, and spawn 1-5 caged invaders to test it out. Or if it's even possible.

Just because: I am including picture links of all of the masterwork settings as they were in 1.24b when I initially generated the world.
I will also edit my previous post to include these links to keep all of this troubleshooting information together.
http://i.imgur.com/NelUOFd.png
http://i.imgur.com/NEoxcXl.png
http://i.imgur.com/KlOwFHC.png
http://i.imgur.com/jv87rvp.png
http://i.imgur.com/q4xuaQF.png
http://i.imgur.com/xGNQCqc.png
http://i.imgur.com/IpxvcN7.png
http://i.imgur.com/HdAKmFx.png
http://i.imgur.com/afoDHhE.png
http://i.imgur.com/rcIGMLZ.png

Going through those pages made me notice that I have "standardized milk" enabled which may be causing the tentacle monster spawning to not work. It's strange though because I definitely had "Nightmare's milk".

I included a small bit of information on the download page for the saves that I didn't include in the initial post.
FYI pic of my DF directory: http://i.imgur.com/pTjHyIt.png

Please let me know if you have any other questions.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Amostubal on April 21, 2017, 04:24:45 am
I generated the world in 1.24b (43.05)
I did apply the SuccuPatch_1612.7z (This is what caused the succubus language to go from 14000 words to 1700, which is why I had to fix it)

I also downloaded 1.24c (43.05) and moved my save over there. I additionally verified that all of the .lua files referenced in the error report I provided matched line per line (notepad++ compare feature) to the ones that were provided in the succupatch file.

The big thing holding me back from trying with a newly generated world in 1.24c is that it took 4 years to get my first siege of any kind. I don't know dfhack well enough to generate bars of soap and chains, create a den of iniquity, and spawn 1-5 caged invaders to test it out. Or if it's even possible.

Just because: I am including picture links of all of the masterwork settings as they were in 1.24b when I initially generated the world.
I will also edit my previous post to include these links to keep all of this troubleshooting information together.
http://i.imgur.com/NelUOFd.png
http://i.imgur.com/NEoxcXl.png
http://i.imgur.com/KlOwFHC.png
http://i.imgur.com/jv87rvp.png
http://i.imgur.com/q4xuaQF.png
http://i.imgur.com/xGNQCqc.png
http://i.imgur.com/IpxvcN7.png
http://i.imgur.com/HdAKmFx.png
http://i.imgur.com/afoDHhE.png
http://i.imgur.com/rcIGMLZ.png

Going through those pages made me notice that I have "standardized milk" enabled which may be causing the tentacle monster spawning to not work. It's strange though because I definitely had "Nightmare's milk".

I included a small bit of information on the download page for the saves that I didn't include in the initial post.
FYI pic of my DF directory: http://i.imgur.com/pTjHyIt.png

Please let me know if you have any other questions.
lols, that was more than I needed, its been my experience here lately that I'd go to figure out an error and run into things that had already been fixed.  you've peeked my interest because I applied the succubus patch above in version 1.24 test.  then afterwards fixed a bunch of lua scripts in version 1.24b because of incompatibility with DF 43.05 and DFHack 43.05.

1.24c was a fix for all the language files.

So you had installed the succubus patch over 1.24b?  I'm going to download it today and look at it... I'm wondering if any of the script fixes I wrote were broken by the patch.  beyond that its bolt guns baby.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Amostubal on April 21, 2017, 06:46:06 am
on closer inspection of your post I see a real error... unit.relations is no longer a valid field... its one real change between 43.03 to 43.05... I thought I searched for those already.  that would cause some serious issues, as that breaks the script at that point... I'll apply appropriate fixes to the lua script and see if it clears up the issue.  It may take me a moment to write an appropriate fix.  I'm wondering where that file came from...
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Harem-Rose on April 21, 2017, 07:23:46 am
Sounds good.


I appreciate you looking into this. I am guessing that since the issue lies with the scripts themselves and not any of the raws that whatever fix is generated would be applicable to current and new worlds? It would be great to be able to convert Stampy (http://simpsons.wikia.com/wiki/Stampy) and his friends into functioning members of society.

Were you able to determine why the two that were converted properly ended up getting into fights with everyone and everything around them?
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Amostubal on April 21, 2017, 07:53:18 am
so far I'm at an impass...

what was unit.relation.anon_2 and unit.relations.anon_3 referring to?  I've been searching the DFHack repository, and can't find any references to these.

The others are all now unit. instead of unit.relations. so I'm going to delete relations and run it and see if it 'breaks' at anon_2.... if it does, then I'm going to try something else.

they may have been renamed, if they were discovered, because it looks like all anons were removed from unit in dfhack...
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Harem-Rose on April 21, 2017, 08:07:19 am
I am not certain what those are referring to.

I made no changes to the script files other than replacing the existing ones with what were in the succupatch file. I have a small bit of scripting experience but none of it is in LUA. I opened the files to see if I could find what line was causing an issue and saw the unit.relations references but I had no idea what they were referencing or pointing to.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on April 21, 2017, 08:31:17 am
so far I'm at an impass...

what was unit.relation.anon_2 and unit.relations.anon_3 referring to?  I've been searching the DFHack repository, and can't find any references to these.

The others are all now unit. instead of unit.relations. so I'm going to delete relations and run it and see if it 'breaks' at anon_2.... if it does, then I'm going to try something else.

they may have been renamed, if they were discovered, because it looks like all anons were removed from unit in dfhack...

Afaik those values has something to do with hostility, not changing these lead to infighting and fps death.

I'll check with gui/gm-editor and see what data you can find inside relations. It is probable that these anons has been identified and renamed into something better.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Amostubal on April 21, 2017, 09:44:46 am
Maybe lastattacker?  that's a relationship_id now.

I'm just confused... after removing the other 'relations' they all work... I don't know when those were committed out, I've searching the github structure trying to figure out when they were removed, then I can see what replaced them.

oh @ harem-rose:
when you have an error, in dfhack, exit the embark(or tell dfhack to die... it kills the game without saving, great when your testing a save point of interesting data), and then check stderr.log ; that's where everything that DFhack did is output at and the last set of lines will look like this.

Code: [Select]
...1.24c (43.05) - TEST\Dwarf Fortress\hack\lua\makeown.lua:151: Cannot write field historical_figure.anon_1: not found.
stack traceback:
[C]: in metamethod '__newindex'
...1.24c (43.05) - TEST\Dwarf Fortress\hack\lua\makeown.lua:151: in function 'makeown.make_citizen'
...on1 - Before Corruption/raw/scripts/succubus/corrupt.lua:266: in global 'corrupt'
...on1 - Before Corruption/raw/scripts/succubus/corrupt.lua:111: in local 'findLos'
...on1 - Before Corruption/raw/scripts/succubus/corrupt.lua:351: in local 'script_code'
...V1.24c (43.05) - TEST\Dwarf Fortress\hack\lua\dfhack.lua:562: in function 'dfhack.run_script_with_env'
(...tail calls...)
[C]: in field 'runCommand'
...V1.24c (43.05) - TEST\Dwarf Fortress\hack\lua\dfhack.lua:580: in upvalue '_run_command'
...V1.24c (43.05) - TEST\Dwarf Fortress\hack\lua\dfhack.lua:595: in function 'dfhack.run_command'
...warf Fortress/hack/scripts/modtools/reaction-trigger.lua:146: in local 'doAction'
...warf Fortress/hack/scripts/modtools/reaction-trigger.lua:186: in function <...warf Fortress/hack/scripts/modtools/reaction-trigger.lua:115>
Invoking: die

anyways boltgun its definitely a deprecated script all together from DFHack, its not in their current pack.  looks like it was dropped after 42.06 along with most of tweak.

possibly some other way to perform it may be through calling transform.  not sure how well that works, but its pretty cool command, as it allows duration time and saving of previous race data so you can detransform lol... I could see a super saiyan script using that..  but that doesn't switch ownership.... back to what I was doing hunting down when those anons disappeared...
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Harem-Rose on April 21, 2017, 02:27:19 pm
I wasn't sure if you wanted me to go ahead and do that now, but I did so just because (http://dffd.bay12games.com/file.php?id=12852).
I uploaded the stderr.txt file because the stderr.log file did not seem to have any useful information (http://i.imgur.com/VH4qgWp.png).

What command did you use to tell dfhack to "die"? I tried simply 'die' but it didn't seem to want to work.

Please let me know if you need more information.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Amostubal on April 21, 2017, 03:10:16 pm
@ Harem Rose

yeah die is the command in dfhack to kill dwarf fortress takes a minute sometimes, you can't be in any menus or it just hangs.

nah stderr.log is a full list of "errors" in the last game session that was pushed by DFHack.  Its readable in txt, so you don't have to make images of the dfhack console, as most of what it has going on is shown in stderr.log.  makes it easier to just copy and paste errors, instead of screenshot.  Its rewritten every time dfhack reloads.

@ boltgun:

OMG I hate this issue... we break this thing every 6 months, lol.

so I was going through corrupt I came across the mo.xxxx commands and I added these lines around it:

Code: [Select]
   
if unit.race == df.global.ui.race_id and debug then print('it should run make_citizen prior to exiting make_own') end
mo.make_own(unit)
if debug then print('we made it past make_own') end
if unit.race == df.global.ui.race_id and debug then print('it should of already ran make_citizen') end
mo.make_citizen(unit)
if debug then print('we made it past make_citizen') end

The interesting result is that the only line that printed was:
we made it past make_own

which is interesting to me as this line is in make_own:
    if unit.race == df.global.ui.race_id then

followed by a call to make_citizen.... so I ran code to see what the two are at that point, so I changed the earlier code to:
Code: [Select]
   
if unit.race == df.global.ui.race_id and debug then print('it should run make_citizen prior to exiting make_own')
elseif debug then print('unit.race: '..df.global.world.raws.creatures.all[df.global.ui.race_id].creature_id..", df.global.ui.race_id: "..df.global.world.raws.creatures.all[df.global.ui.race_id].creature_id) end

to see what those 2 races are at that point... which I thought should be both SUCCUBUS... which they are and they are not...
(http://image.prntscr.com/image/1ee2cfa933924606932f0df1c237d9ba.png)

as you can see in 2 different lines I have it pulling the numbers and the creature_id... and in both they are succubus, but they are different numbers....

that's more confusing then ever....

in makeown.lua they seem to have the confidence that the 2 should have the same number... but since they don't that's an error in makeown.  it should be checking all the way down to the creature_id.... but the other end is why is SUCCUBUS in 2 creature_ids... I've checked a couple of times there is only one succubus definition in the folder.  I can only think that its picking up something else like the entity file being labeled SUCCUBUS... I tried a few other variables and either hit error or got the same answer on that one.... so I'm not sure what it is doing or why... but I returned to the previous issue of anon....

I couldn't find out what they was from the dfhack github, etc.... so I first tried the script without the anon lines and... hit more errors...  this time inside of corrupt.lua
here's the lines to change all related to the relations.....
Code: [Select]
function clearMerchant(unit)
local draggee

-- Free the draggee as well and makeown + tame it
if -1 ~= unit.relationship_ids.draggee_id then
dragee = utils.binsearch(df.global.world.units.active, unit.relationship_ids.draggee_id, 'id')

if dragee then
mo.make_own(dragee)
dragee.relationship_ids.dragger_id = -1
dragee.flags1.tame = true
dragee.training_level = df.animal_training_level.Domesticated
end
end

unit.relationship_ids.draggee_id = -1
unit.relationship_ids.rider_mount_id = -1
unit.relationship_ids.mount_type = 0
unit.flags1.rider = 0
end

-- Take the creature out of its cage
function clearCage(unit)
local cage = dfhack.units.getContainer(unit)

if -1 ~= cage then
teleport.teleport(unit, xyz2pos(dfhack.units.getPosition(unit)))
end

unit.flags1.caged = false
end

-- Takes down any hostility flags that mo didn't handle
function clearHostile(unit)
unit.population_id = popId
unit.cultural_identity = -1

unit.flags1.marauder = false
unit.flags1.active_invader = false
unit.flags1.hidden_in_ambush = false
unit.flags1.hidden_ambusher = false
unit.flags1.invades = false
unit.flags1.coward = false
unit.flags1.invader_origin = false

unit.flags2.underworld = false
unit.flags2.visitor_uninvited = false
unit.flags2.visitor = false
unit.flags2.resident = false
unit.flags2.calculated_nerves = false
unit.flags2.calculated_bodyparts = false

unit.invasion_id = -1
     --It acts like these 2 don't exist....
--if unit.relationship_ids.group_leader then unit.relationship_ids.group_leader = -1 end
--if unit.relationship_ids.last_attacker then unit.relationship_ids.last_attacker = -1 end

unit.flags3.body_part_relsize_computed = false
unit.flags3.body_temp_in_range = true
unit.flags3.size_modifier_computed = false
unit.flags3.compute_health = true
unit.flags3.weight_computed = false

    unit.counters.soldier_mood_countdown = -1
    unit.counters.death_cause = -1

    unit.animal.population.region_x = -1
    unit.animal.population.region_y = -1
    unit.animal.population.unk_28 = -1
    unit.animal.population.population_idx = -1
    unit.animal.population.depth = -1

    unit.counters.soldier_mood_countdown = -1
    unit.counters.death_cause = -1

    -- weird, unknown territory
    unit.enemy.anon_4 = -1
    unit.enemy.anon_5 = -1
    unit.enemy.anon_6 = -1
    --unit.enemy.anon_7 = 0
    --unit.status2.unk_7c0 = -1
    --unit.enemy.unk_v40_2_count = 11
    --unit.unk_100 = 3
end

and that got me past several more errors....

but I already see that the issue with ids earlier is coming back to bite... I've got it to a "friendly tame elephant in a cage...." as best I can describe it... It crashed on something in the merchant removal script... which will probably have to be trashed.  I think all the errors are because its not switching the race for some reason I think its something to do with those ID difference or its not getting the caste call or race call correctly, currently its a succubus war elephant which doesn't make sense.....

I've got to get to RL for a bit, I'll look into it later.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Harem-Rose on April 21, 2017, 03:41:34 pm
Sorry for the confusion. The screenshot of stderr.log was of notepad.exe, not the console. I forgot to include the window bar over the top.

Also, I was wondering if the corruption task is supposed to affect all nearby enemies, or just 1 at a time. It only seemed to affect a single one when I was trying to use it.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Amostubal on April 21, 2017, 04:09:32 pm
While looking at it, I spotted that, I really didn't think it would do it any other way but basically it checks for line of site over a distance of 10 squares circular starting along the line going south, as best I can tell from the script.  the first target discovered along that line is tested for validity, and if it is valid, it then performs the rest of the transformation commands in the following order.

transformation-> make own -> make civilian -> remove hostility -> remove merchant (which seems excessive as its very unlikely you will ever have merchants to capture, unless you place it beside a trade outpost) -> remove from cage... the issue is this is just WAY too much work and WAY too many things that could go wrong.

@ boltgun:  I have an idea....  lets just find the unit... save its name, figure out the caste to replace it, teleport it out of the cage, and scuttle it (set a flag, simple enough, you end up with a corpse on the ground), then use create-unit to create the new unit according to caste, give it the same name, and set its civ/group ids and have it teleport on top of the corpse. And your done.  Create-unit is operating correctly, now, other than the occasional fail, if 0,0,0 is a blank map tile, but other than that its 90% operating....

I'm going to write a quick script on that idea, chop the rest of this script up to accomplish it, and see if that works.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Amostubal on April 21, 2017, 05:20:19 pm
hold on to that thought, you got to see these images:
(http://image.prntscr.com/image/97830de7b156416ba9b4ec60d46edcb0.png)

(http://image.prntscr.com/image/5f6e972c991848f2afa87c015f9442ce.png)

I went back to the script... thinking about my issues and saying to myself something wasn't right... it wasn't... I looked at the script and seen a reoccuring error where 1 term was used in place of another... I fixed it... kicked out the merchant script, and wala the elephants are elephants! and suddenly they transform into Oni, mace dames, and they pop out their cage and charge into the fort thirsty as hell for a drink.... but I think I was pushing my limits with all the restarts..... my game insta died while trying to tag them all as nickname elephant X and checking their thoughts.... they are all afraid, traumatized, and angry about being confined.  they need a real brain wash.... I've got to retest and see how far they get before they go beserk or get into a fight...

basically I'm out of the thicket into the rainforest, give me another hour or so of testing see if I can't brainwash them real good... If I remember right there is already a happy thought generator. somewhere.

oh and harem-rose, thanks, it was your question that was making me think about it.... I saw were it made the list and the direction it started in... but I was wondering what it had done with all the other units it should of seen too.... that along with the reply about the merchants, and me being upset about the transformation not working and it all came together in my head.... now then a full restart of my computer, come back and try again, then see if they go beserk killing people.... if so... I'm going to armok bless them (I think that was it...).
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Harem-Rose on April 21, 2017, 06:24:55 pm
That's incredible.

I did build a den near the trade depot and I have been dying to try it on goblins but I have only ever succeeded at getting them in to trade once. I was nowhere near where I needed to be to try to corrupt them at the time. All the other times, they run away right after they get to the depot because one of the wagons scuttles out of fear from the nauseating filth rain.
The trade depot that is supposed to be used is one one level below top z level. Ignore the one that's on the surface. That was an emergency one because of a rude guest that destroyed my main depot.

On the save I provided there is a happy thought generator room. It should be directly to the left of the central staircase on the same floor as the workshops. The workshops are right above the floor with the magma and water stream underground. If you have gone down to bedrooms, you have gone too far.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Amostubal on April 21, 2017, 09:04:57 pm
okay I got to step away from this one.....  I've got them as far as appearing....  I don't know what to do with them then.. I'm going to package the 2 scripts that changed and send them to bolt gun, see if he can figure it out...   I think its the teleporting out of the cage... it leaves behind what I call the after thought soul....  If you had them still in the cages you could move them to a lockdown area where food and water is stored for them, enough for say a year, and a few game rooms and a pile of toys... leave them in for a year and see what happens... I tried it again... with only 1 left ( i exterminated the others ) ran a stepford wife level brainwash on the last one when he popped out and they still mauled him at the top of the stairs...  I dont know what's going on.... I think I'd rather go back to my other idea and just scuttle the caged units and create new units...  less issues.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Harem-Rose on April 22, 2017, 10:03:57 am
As I mentioned in an earlier post; I know a little bit about scripting, just not LUA, so anything I say in this post should be taken as a loose suggestion.

It seems to me that the issue that's happening doesn't really lie with the new converts so much as it lies with the other fort member's impressions of them. I thought I saw Boltgun mention something earlier in this thread where the game only re-checks aggression every so often. If you look at the combat (r)eports after one gets released from conversion, it always seems to be that they want to mind their own business when suddenly they get attacked by something or or someone else in the fort. They don't even seem to try to fight back. More or less they just seem to want to get away.

I personally think that deleting the old unit and creating a new one isn't a bad idea. It would be a lot easier to make a bunch of changes to a newly created blank unit than trying to change the attitude of 200+ other units on the map. It would probably be easy to copy all of the unit information from the old unit to the new one.
I noticed they didn't have anything in their relationship tab other than a deity, however their personality tab had just as much in it as any other fort unit.
Another thing that I noticed is that the War Elephants (http://adventuretime.wikia.com/wiki/Ancient_Psychic_Tandem_War_Elephant) that had kills and actually got converted properly would have "kills" listed on their info sheet.
You might be able to copy everything that the old unit has into the new unit. If they are still getting attacked despite being a "new unit", you could take away all the personality/relations/history copying and add them in 1 at a time to see what causes the previous fort members to attack their new friends.

If you can, it might also be prudent to make sure that the removed old unit is not listed under the missing/deceased tab. It would be a little confusing to have two units with the same name listed on two different tabs. Hell, if it's possible you could even add a tab for "converted" and have the new units listed there as well as citizens. It could be like a trophy case for stolen rescued units.

I am not sure how much of this helps but I figure that any ideas are better than none.
Please let me know what you think.

Thank you
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Amostubal on April 22, 2017, 07:32:40 pm
yeah I really think that's it... the base is just still aggroed on them.  okay I'm home for a bit today.. I'm going with my scuttle the old unit/craeate new unit idea... the basics are that I can create all the units you ever wanted.... but it has 1 bug.... if the lowest point at 0,0 has no mapdata there is about a 10% chance of insta crash....  killing units is easy... you just set them to scuttle and they die on the spot.  so I grab the data on their position, name, chosen caste, send that to create-unit, and set the old unit to scuttle.  job done.... I'll go work on it now.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Harem-Rose on April 22, 2017, 08:10:06 pm
I've read a bit about that the lowest map point with no metadata being a problem although I am not 100% sure what it means.
That being said, is there any way to artificially add metadata to 0,0 at the lowest map point when an embark point is embarked upon. Alternatively, to have the game check, and add it every time the game is loaded?

As for scuttling units:
Do they show up in missing/deceased?
Do they drop their gear first?
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Amostubal on April 22, 2017, 09:45:22 pm
no they just fall over dead... I use it in another script.

well I found out where the unit 'was' located when they were captured... apparently the unit.pos.x~z doesn't move with the cage....

and I had an issue trying to scuttle the old unit.... they still sitting in the cage.

yeah you can't change the metadata... I checked your map before I started the process 0,0,last z is an eerie pit... so it worked.  the first time I ran it, it crashed... but I'm not sure why... so now I've got to figure out how to pass the position of their cage and scuttle them in the cage... name passing was a little more difficult, as create-unit doesn't have the ability to give names... so I gave them new names set to random evil, and a nickname set to their first name... at least that way if you know the unit names, you can identify them by their new "nick" names.

but we are making progress... they aren't going into battle mode with all the other units....

so back to writing.. Its nice having the game save right at that point... It's better than having to create a new map, and getting it to that point.  If this all works out it will only be this one script rewritten. 
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Harem-Rose on April 22, 2017, 10:29:41 pm
Yeah. It's like I was saying where I didn't really want to start ANOTHER world after it failed this time. Especially since it was 4 game years before I got an ambush.

When I captured the War Elephants (https://en.wikipedia.org/wiki/Hannibal) I was quite excited that I finally had some suckers test subjects to try it out on. I decided that if it was still a problem this time I would post about it so I made sure to just (f)ollow the succubus that accepted the conversion job until they dropped the soap and chains off at the job site. I saved immediately just in case.

It didn't work as you know, so I kept trying conversions till I ended up with a "friendly" one. I made another save before opening their door just in case they got killed.

If, in the future, I want to start a new map, how would I determine if my last z level is bad or not?

On another subject, I saw the sprite sheet meph had done for the succubi. I wanted to know if there was already a sprites.txt (or whatever it's called) for that. I get the gist of how to make one of those sheets but I would rather not duplicate previously accomplished work.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Amostubal on April 23, 2017, 11:37:41 am
simple before you ever unpause the game after reaching the embark, type "reveal hell" and then go to the top left corner all the way down to hell (lol, this is where all the create-units spawn at... I've been trying to find away to move that point...)  if when you get to the bottom level of the map, using (k) to look at the square, the game tells you that there is anything there, eerie glowing pit, slade wall, etc, then it has map data, and create-unit is going to operate just fine... but. if it says nothing.... then the bottom z has no map data on that square and it will have issues.  I went through the chances of this, basically you would have to have a surface change of over 50z+ between one region square and the next region square for a 1z+ change in hell; and that's  only a slight potential shift of the hell floor on that 1 "region square" being off by 1z from the others... so of your playing on a cliff region with the high end on the top left it increases the chance...  Well that means that without actually trying to make it happen, chances are around 10% that you would select a map that is 3x3 and that the top left corner is 50z+ higher than any other region square.

And that's being generous... I've ran hundreds of test generations (every time I make a serious raw change, I run tests for each race effected) and I don't usually even use the find feature (I just take the first random spot they drop me at, and 50 drink/50 meat), basically I'm not even trying to find a sustainable embark.  But I've been checking this location and I've only seen ~10 that had a dead tile,  out of probably ~200 test runs in the last month.  And even if it is a dead tile, its not a total loss.... about 1 in 4 create-unit uses, the game tries to set a flag on the tile the unit appears on, and since it doesn't exist, the game decides to crash.  So even with a "bad tile" embark location, your perfectly capable of accomplish the task with a reasonable setup (I wouldn't suggest converting 15 elephants at one time with such a location).

on the sprites:  I'm not really a "graphic" kind of guy,  I've looked into the "tiles" and other "graphic" issues, and I just don't understand it... we've had a few try to jump on it... I know that dokie made a graphic update... I've not got around to checking it or trying it in the 1.24c environment, but I was told it fixed most of the sprite issues that people were complaining about, all the sprite sheets, and twbt tile swaps etc, I would try that out, before I tried to make a new one.  you might have to go back 2 or 3 pages to find it... I think it was in january when it was produced.

Another note:  I hate to say it but, I'm enforcing a hit on PAUSE on this issue... Its made my head hurt, and I've wasted a good 16 hours trying to bash it out... I'm going to hold onto it, but I'm going to switch to some other projects for a bit (2 or 3 days at least) I have a lot to get done, and I'm not making progress on it, I think I just need to give it breathing room to unravel on its own.... in my head of course.  I'll send you a direct message on the forums if I come up with a solution.  or maybe boltgun will figure it out... lol...
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Harem-Rose on April 23, 2017, 06:17:42 pm
Ah, that's unfortunate but I understand the frustration.

Out of curiosity, what part are you stuck on? Is what you have in a somewhat semi-playable state? I wouldn't mind using a somewhat working set of scripts.

Thanks again for all the time you've put into this so far.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Amostubal on April 23, 2017, 11:57:50 pm
lol... that was me trying to slap myself out off it... I trudged on after a meal, took a break, I went to a viewing, said goodbye to a dear friend, had a good cry... got home and realized I wasn't thinking correctly and was looking at the wrong issue.  tested a script on a blank page test fort, it worked, tried it on your fort, it failed, looked hard at the line that was failing.... slapped myself a few times on the forehead. and now I am past another problem...
(http://image.prntscr.com/image/97dc35e0a319497a9a516678563ccb26.png)
these guys are brand new... they appeared on your traps from the current script...

Now I'm down 2 errors I have to figure out...
1. scuttle the other units... they are in cages and don't die while in the cage with scuttle... the issue that boltgun's dump from cage leaves an odd copy behind in the cage... thats directly linked to the unit you dump from the cage...  I'm going to work around with it and see if I can get that to work...  because I can't apparently kill them until they are outside of the cage... (odd, because I've seen dead things in cages before... but scuttle won't do it... I wonder why).
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Amostubal on April 24, 2017, 01:03:00 am
and its complete.....

copy corrupt.lua into dwarf fortress\data\save\{your save folders}\raw\scripts\succubus and into dwarf fortress\raw\scripts\succubus
copy create-unit.lua into dwarf fortress\hack\scripts\modtools\

both these files need to be replacing other files, or you're in the wrong location...

funny thing... the dead bodies on the floor terrorifies your new units... so they get a bit of discipline at the start of life... they will be nicknamed the first name of the unit your killing.  you will need to unforbid their armors that are on the floor... I didn't bother to do that part...  Its rather humorous... oh and they do appear on top of the cages, and they don't appear to get mauled as soon as they exit the room... so PERFECT 'fake transformation'  I can't come up with a better solution around all the issues that occured with this script... oh and the cages don't have remnants in them either, apparently the scuttle of the outside unit eradicated the remnants too.

http://dffd.bay12games.com/file.php?id=12858

anyone else who wants to try it, your welcome to it, It will be added to 1.24d in my next upload.... back to work on that now!
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Harem-Rose on April 24, 2017, 01:56:00 pm
I tried it out, they got "transformed", and then they all immediately started to attack each other. They all fought each other until there was one left. Nobody else in the fort joined in on the fight, just these 15 new Oni. I'm guessing that them trying to dodge the smoke from the workshop pissed them off, either that or it causes confusion in them. I paused as soon as I saw a tiny bit of blood splatter and noticed a large number of combat logs with all the new units. The successful thing is that they did generate in the room where I had caged them.

I read through the create-unit.lua and corrupt.lua files you provided and I was curious if there's a way to read the name and age of the unit you are about to kill to pass it along as their actual name and ages. I saw where you were basically passing along "evil" for name, which I assume picks evil words to create new names. I also saw where you passed in 20 for age

As for them getting scared of the new corpses, is it possible to:

I know I am asking for a lot with that last part. Ultimately I would be happy with them not killing one another right after being corrupted, but the other stuff would be sweet delicious icing on the cake.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Harem-Rose on April 24, 2017, 05:27:34 pm
As somewhat of an update, I reloaded the save to before the corruption and massive fistfight. They were all depressed and stood around for about half a day. Afterwards, they got up, left the corruption room, and meandered off to "pickup equipment".
At the very least it seems that them playing punch out when they transform is not guaranteed.

I'm still curious about the other things I had asked about but like I said before those aren't as important as the core part of the feature which is "getting units from bad guys".

With that said, thank you again for all the work you put into this.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Amostubal on April 24, 2017, 06:05:14 pm
I tried it out, they got "transformed", and then they all immediately started to attack each other. They all fought each other until there was one left. Nobody else in the fort joined in on the fight, just these 15 new Oni. I'm guessing that them trying to dodge the smoke from the workshop pissed them off, either that or it causes confusion in them. I paused as soon as I saw a tiny bit of blood splatter and noticed a large number of combat logs with all the new units. The successful thing is that they did generate in the room where I had caged them.

I read through the create-unit.lua and corrupt.lua files you provided and I was curious if there's a way to read the name and age of the unit you are about to kill to pass it along as their actual name and ages. I saw where you were basically passing along "evil" for name, which I assume picks evil words to create new names. I also saw where you passed in 20 for age

As for them getting scared of the new corpses, is it possible to:
  • Remove unit from cage
  • Forbid unit's carried items and force them to drop the items
  • Capture their coordinates (Possibly also full Name, Age, Relationships, Kills)
  • Teleport the unit somewhere useless then kill it (I found this (https://www.reddit.com/r/dwarffortress/comments/2wnxvk/dfhack_protip_for_cheaters_who_want_to_rid_their/) when I was searching for "dfhack remove unit" on google)
  • Create the new unit at their release coordinates
  • Backfill information for new unit (Full Name, Age, Relationiships, Kills)
  • Stuff them back in their cage so they don't get knocked around with the smoke or when a new unit is created

I know I am asking for a lot with that last part. Ultimately I would be happy with them not killing one another right after being corrupted, but the other stuff would be sweet delicious icing on the cake.

yeah exterminate is a direct dfhack command to scuttle, it doesn't work inside the cage, I could of sent them to hell...  which would probably been age appropriate... but I don't know they may have caused aggro to all of the underworld too...   they should of been full citizens... part of the issue with inputting back info and part of the reason they had issues outside, is that the old unit are on enemy lists.  the more I copy into the unit, the more I'm risking copying a bit that makes it recognizable as an enemy... the name thing, I want. original age sure.  Kills are a no, a part of the cleaning we were trying to do before was ensuring 0 kill lists.... if they had a I got hit by, or I was fighting with, or I killed the husband of so and so attached to them, it caused aggro faster.

I am already looking at it that the one addition that it needs is a return unitID in create-item.lua, and hopefully that will fly back through to corrupt.lua, if it does, then a full name copy is possible, (names aren't just stored words, they are stored list of language commands, first name 1 word, second name could be anything from 'axe''blade' to 'the fiercekiller''of one dwarf' it has to be tied to its language, that's how the game generates the name, and how various "scripts" can show you the actual name in english).  relationships are tied to a whole list of things, If I say set a new unit to be married to the old unit's wife, then I have to pull up the old unit's wife and set her married to the new unit.  with the death of the old unit, you're looking at a chopping of having to deal with any of that, his wife thinks he's missing, possibly dead, she may grieve him, she may come searching for him.. who knows.

as for the massive fistfight, were they actually in the "civillians" list or were they just listed as "friendly" units, and were their any errors in the dfhack console.

nothing is ever perfect, there is always room for improvement, but one of the bugs I hit, was making them pop as just friendly and not setting their civ_id or group_id and they seemed to go aggro crazy on each other.

really I would of loved to see what the first line of combat was... in dwarf fortress there is a file called: gamelog.txt its a line by line addition of all announcements and attack reports as they happen.  when you have a fight, you can pause and go to it.  you can then scroll up through the file and discover all sorts of interesting things, but main thing is who hits who first.  usually when before a person attacks another it will say "unit x was interupted by a miller" the next thing you will see is a line saying they are attacking the miller etc...

anyways... I'm officially calling that issue closed, I've got to move through the clean up on reactions... they are sickly thick in places, and no standardization making them hard to read.  this thing I may come back to later or if it breaks in a future version I'll try to incorporate those ideas.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Harem-Rose on April 24, 2017, 06:28:35 pm
Alright. That seems to make sense. As for the fistfight, they were definitely citizens as I tried adding them to squads to station them away from each other. However, as I said, loading and trying again made them not angry at each other. In the future, I'll just have to save beforehand and make a backup to get around stuff not working as intended.
I look forward to stealing reeducating invaders neighborly friends and subjugating hiring them to kill their prior friends and families cook some wicked meals.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on May 15, 2017, 05:29:25 am
Now that dfhack 43.05 is out of beta, it is time to compile these fix into something stable. I'll give a new glance at makeown first because I did expect to get the anon errors and it makes for prettier legends (while more solid, spawning a new unit completely wipes history, relations, etc.). Also makeown will be useful for that "tame hell" goal that should be added in the near future.

If that requires more than renaming variables, I'll integrate Amostubal's fixes.

I should have a look at syndrome too because the whole magic parts are all coded and integrated (look for SUCCUBUS_POWER) in the entity file, but it only lack a critical part on dfhack's side.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Amostubal on May 15, 2017, 07:37:24 pm
cool enough boltgun... notice they incorporated a few fixes to create-unit that I suggested,   primarily a hack around teleport that functions, so no more need for teleport so the missing mapdata error that was plaguing trying to teleport created units is gone... I updated the MW packed scripts to use the new format... Its appended to the end of the args to all the functions in create-unit, pass a 3 value array position value there.  If its missing, it will ignore the fix to move the unit leaving it at 0,0 bottom z so old scripts aren't really broken as long as they had handled that error....   I think I made changes to corruption and summoning... so take a look at those.  you can just look at them directly at my github (https://github.com/Amostubal/modified-MWDF/tree/v.1.25-release/MWDF%20Project/Dwarf%20Fortress/raw/scripts/succubus), if you don't want to download the entire pack. 

I'm currently waiting for verification that TWBT is available for R1 before I make the switch... Its up lol, I'l start working on getting them into the next version.   the branch v1.26-planned/commit branches are where I'm working on the next version.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on May 16, 2017, 08:14:57 am
Nice job, I can see it in the summoning script. This is logical anyway to provide the location of the created unit.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Amostubal on May 16, 2017, 07:39:44 pm
Nice job, I can see it in the summoning script. This is logical anyway to provide the location of the created unit.

I thought so too... why wasn't the functions passing the location... the complex command line has it, but that thing is so akward.. I've been updating scripts that use the complex command line and switching them to the simpler functions, beesides they pass unitIds which allow so much more flexibility...
well I'm glad your impressed... makeown pissed me off soooooooo bad, I hope you can fix it.  It might be something I jump back on in a month or so.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: cerevox on May 22, 2017, 01:04:12 am
Okay, I'm lost. How does the new magma well work? It says it spawns an aquifer of lava in one of the cardinal directions, but im not seeing any new magma. I have tried putting it up against a wall, having it in open space, digging under it, having open space under it, having open space above it, only digging out those spaces after it runs, only digging out those spaces while its being run, running it on repeat for all of the above. Then repeating all of this with aquiferable materials like sands instead of stone.

I can't seem to figure out where the magma is.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on May 22, 2017, 02:53:51 am
Do you have an error on dfhack? While it worked for on vanilla, I got the word that there is a script error with magma on 1.25. I am checking it out.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Amostubal on May 22, 2017, 06:42:07 am
@ boltgun - its my fault, you can whip me later.

http://www.bay12forums.com/smf/index.php?topic=163261.msg7461641#msg7461641

http://www.bay12forums.com/smf/index.php?topic=163261.msg7461687#msg7461687
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on May 22, 2017, 02:46:56 pm
On the bright side, onMapLoad was exactly what I needed for my next script.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Amostubal on May 23, 2017, 07:23:08 pm
yeah bolt, I fixed that issue it was totally my fault.  I just never thought about actually turning a magma well on....  Did you like the other things I did with the init?

basically onLoad.init always loads first.  when the world is first loading.  once it loads the map onMapLoad.init runs.  at the end of onMapLoad.init there is a check for fort civ, after which it sends you to a individual script for each entity, doing so avoids loading everyone's stuff in one big list... easier to edit individual races.

its a basic if_entity call to check a race,
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Amostubal on May 24, 2017, 07:58:33 pm
hey boltgun:
http://www.bay12forums.com/smf/index.php?topic=164068.0

was there any changes to liquid_fire for the succubus clothing recently?  they are suddenly appearing on dwarfs... lol.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on May 29, 2017, 07:22:34 am
hey boltgun:
http://www.bay12forums.com/smf/index.php?topic=164068.0

was there any changes to liquid_fire for the succubus clothing recently?  they are suddenly appearing on dwarfs... lol.

I'm going to remove them and see if it still happens. That is surprising that it consider liquid fire a valid cloth based on a reaction, I though it only happened on metal bar production.

It would help if we could see if we get liquid fire succubus items (corset/thong...) or simply fire clothing like pants or shirts.

In all cases, if you made liquid fire items and you abandon fort, then dwarves pick them up, I'll have to remove the items because it means that the game isn't smart enough to forbid by temperature.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Amostubal on May 29, 2017, 10:55:37 am
It apparently is just migrants showing up with pants and shirts on.... which is interesting... I have no idea why it would start doing this now...  I've nto had anything to do with the material.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on May 29, 2017, 03:11:38 pm
It apparently is just migrants showing up with pants and shirts on.... which is interesting... I have no idea why it would start doing this now...  I've nto had anything to do with the material.

That's odd, but that should mean random melting dwarves in adv mode too.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Amostubal on May 29, 2017, 03:27:18 pm
I have yet t see it occur on several different embarks... apparently it happens even during embarking... so I'm going to create a new gen with succubus and dwarf enabled and see how many embarks I have to create before a dwarf sets the place on fire....  I don't think there is any reason the material should appear...  but I really want to see it...  everyone that has reported did not supply saves.   I want to make sure it is the liquid fire from succubus.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Amostubal on May 29, 2017, 04:18:13 pm
and after 20 embarks as dwarves with active succubus forts all over the place.... no liquid fire clothing... I'm going to say its very rare... and we need a game save with it occurring, before we waste time hunting for an example anymore.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on May 30, 2017, 03:17:42 am
and after 20 embarks as dwarves with active succubus forts all over the place.... no liquid fire clothing... I'm going to say its very rare... and we need a game save with it occurring, before we waste time hunting for an example anymore.

It will not take a long time to will replace the reaction with a spawn-item script, so DF will be fooled into thinking there is no cloth produced. Then we'll see if it still occur.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Muxia on June 09, 2017, 07:24:42 pm
Just wondering that are the Meph's tileset (Reply #462) about the succubus usable or not?
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on June 10, 2017, 05:19:46 am
Just wondering that are the Meph's tileset (Reply #462) about the succubus usable or not?

They should be included if you select Meph's tileset in the launcher.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Zara on June 11, 2017, 03:45:06 am
Hi Boltgun,

I noticed your mod a few days ago and I've been playing it in my free time ever since. I really appreciate your work. Modding succubi as a playable race brings in some interesting moral ambiguity into the game (even more than with Orcs or Warlocks as playable race), as Dwarf Fortress mostly follows the classical fantasy dualism of good (dwarves, humans, elves) and evil (goblins, kobolds, demons). 

Since I like the original ascii tileset, I'm using the vanilla version (pre-created windows build). There were some crashes, but these had not discernible pattern and were more of a nuisance than a real problem. This also goes for two minor bugs.   

To me, two issues with in-game texts are more important: 1) The embark text is still written from a dwarven perspective. 2) Succubi/Incubi apparently don't have any variation in hair colour; their description either says: "Her/His hair is pumpkin." ,Or: "Her/His pumpkin hair is wavy." I've used to imagine Succubi with predominantly black hair; of course, this doesn't need to be the case, but why the colour pumpkin? Shouldn't there be at least some variation? (There is a great variation in skin colour, though!)

Also, I've read this whole thread, only skipping through the parts discussing the fixing of some bugs; there wasn't much on Succubi mythology, although you did mention lore linking Succubi to hell (?)  as a long term goal in the initial posting. I've got a lot of ideas on this, so if you're interested, I could share them. 
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: LMeire on June 11, 2017, 11:56:52 am
...... Succubi/Incubi apparently don't have any variation in hair colour; their description either says: "Her/His hair is pumpkin." ,Or: "Her/His pumpkin hair is wavy." I've used to imagine Succubi with predominantly black hair; of course, this doesn't need to be the case, but why the colour pumpkin? Shouldn't there be at least some variation? (There is a great variation in skin colour, though!)
...

Predominant hair/eye/skin colors are actually a vanilla feature, creatures inherit physical features from their mother and over a few centuries in worldgen certain bloodlines will outnumber the others because of sheer luck as other strains die out before they can reproduce. Succubi take that feature and run with it because so few succubi can actually find an incubus to get married to and so there's less mothers in worldgen for a set of genes to compete with.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Zara on June 11, 2017, 01:37:23 pm
...... Succubi/Incubi apparently don't have any variation in hair colour; their description either says: "Her/His hair is pumpkin." ,Or: "Her/His pumpkin hair is wavy." I've used to imagine Succubi with predominantly black hair; of course, this doesn't need to be the case, but why the colour pumpkin? Shouldn't there be at least some variation? (There is a great variation in skin colour, though!)
...

Predominant hair/eye/skin colors are actually a vanilla feature, creatures inherit physical features from their mother and over a few centuries in worldgen certain bloodlines will outnumber the others because of sheer luck as other strains die out before they can reproduce. Succubi take that feature and run with it because so few succubi can actually find an incubus to get married to and so there's less mothers in worldgen for a set of genes to compete with.

Ui, didn't know that. I checked the succubi description in another game, and all their hair was moss green.

However, this brings me to one of my ideas concerning Succubi mythology: In classical Christian mythology, Succubi were 'genderfluid'. In female form they would have sex with men (while these were sleeping?) and extract their sperm, than they would change into a male form, Incubus, and sleep with woman. Since demons were not part of the creation or so, they could not reproduce on their own, but this way, they could even have children with each other, one in Incubus form could have impregnate one in Succubus form, their offspring would then be called Cambion.
(Check the Wikipedia articles on Succubus and Cambion for this.)

It would be awesome if something like this could be implement with a Succubus race in Dwarf Fortress. A Succubi fort would then consist of Succubis, Cambion (e.g. their children and young adults), and their male (!) human (elven, dwarven, goblin..) thralls. The male thralls would regularly be invited by a Succubus to a pleasure chamber (dedicated building or zone), and then a Succubi would 'satisfy their carnal desire'.

Once this has happened enough times, the Succubus would transform into an Incubus, and after 'he' has then impregnated another Succubus, it would transform back. Some male humans (elves, dwarves, goblins...? ) would deliberately move to a Succubi fort to live a life of unlimited carnal pleasure and become thralls, which of course would be a reason for their civilizations to declare war and siege the fort.

As far as the text-based part of the mod would be concerned, this should be possible without adding to the game sexual references that are more hardcore than those it already has; e.g.  engraving descriptions that read:  "This is an image of an image of a tentacle demon and a dwarf. The tentacle demon is performing a depraved act on the dwarf."
It would be important, though, to find words that are somehow less explicit that those commonly used for sex in modern English, to keep the style in which vanilla Dwarf Fortress describes these things. 'Carnal desire' should be ok, but it should be possible to find some more uncommon description, if necessary. I even looked up an extremely obscure word for 'sperm' just in case.

The other question is, of course, if this could be implemented technically with the game as it currently is. Would it be possible to have succubus-'caste', that transforms into an incubus-'caste' after performing the job "satisfy carnal desires" at the pleasure chamber at certain amount of times? Having a small chance (ca. 5%) of the succubus performing the 'job' successfully transforming into an incubus would also work.
Can 'thralls' from other sentient species be added to a fort, or would this require the tavern update, as I've read somewhere in this thread? Probably a Succubi fort could import male thralls as pets?

Anyway, what do you think of this idea? It would not only bring the DF-mod-Succubi closer to their original mythology and at some 'spice' to the gameplay, it should also fix the trait inbreeding issue. 
 
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Muxia on June 11, 2017, 05:18:56 pm
Sorry for keep struggling on the same problem. But I am sure that I have chosen Meph Tileset in Masterwork Launcher and the succubus' image in the game were still the originals. However, other things did changed
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Amostubal on June 11, 2017, 07:54:16 pm
Sorry for keep struggling on the same problem. But I am sure that I have chosen Meph Tileset in Masterwork Launcher and the succubus' image in the game were still the originals. However, other things did changed

the only question is which version are you using?

Meph did not update his succubus calls in 1.23 and I just recently in version 1.27 updated the calls correctly and some additional fixes are coming in the 1.28 version.

If they aren't working correctly after that... then let me know I'll look into it a bit deeper... there is definitely a graphic interface issue that was overlooked in MDF and I'm trying hard to fix it.   For the most part it works well, but there's small issues that crop up into bigger issues as people play with the graphic options.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Muxia on June 11, 2017, 08:00:45 pm
I found out that graphics_boltgun_succubus.txt's content cannot correctly match with the Meph's tileset. If I just put the Meph's succubus tileset in the boltgun folder than in the game, a miner may show as recorder's images. I have the Meph's Tileset and the succubus' images but just do not know how to let them match.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Muxia on June 11, 2017, 08:01:53 pm
Sorry for keep struggling on the same problem. But I am sure that I have chosen Meph Tileset in Masterwork Launcher and the succubus' image in the game were still the originals. However, other things did changed

the only question is which version are you using?

Meph did not update his succubus calls in 1.23 and I just recently in version 1.27 updated the calls correctly and some additional fixes are coming in the 1.28 version.

If they aren't working correctly after that... then let me know I'll look into it a bit deeper... there is definitely a graphic interface issue that was overlooked in MDF and I'm trying hard to fix it.   For the most part it works well, but there's small issues that crop up into bigger issues as people play with the graphic options.

The version I am using is Masterwork V1.24d (43.05)
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Amostubal on June 11, 2017, 09:09:37 pm
and that answers it.. yeah I hadn't fixed that issue in 1.24d, I believe the fix is in 1.27, but to update a save would require more than what MDF can do in 1.27.

To be exact fixing the issue with making save graphics able to update is something I'm working on now.

other than that you can directly edit a save file with the raw/graphics folder from a fresh copy of 1.27, should just be copy and paste of the entire folder into the save folder in the right place... but I can't guarantee that will fix it.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Zara on June 12, 2017, 10:05:16 am
Another great thing about succubi is, that making clothes for them is easier:

Spoiler (click to show/hide)
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Muxia on July 20, 2017, 06:05:18 am
The Frog Demons in my fort make the ground full of their blood but they are not wounded, is that a bug?
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Metall on August 19, 2017, 04:11:20 pm
The Frog Demons in my fort make the ground full of their blood but they are not wounded, is that a bug?

No, Frog Demons secrete oil naturally. Like the slimy gunk normally found on frogs and other amphibious critters. In the next update I believe, it is planned to turn this into their version of sweat. So that they may secrete it in battle or heavy labour. Just build a bathhouse and a healthy soap industry for now, they really like to clean themselves.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Metall on August 22, 2017, 04:54:56 pm
Unfortunately, every time I attempt to start a fort (I cheat so that I can bring some cattle and extra food because my succubi miners are freaking lazy and keep ensuring that everybody dies of starvation) the game crashes.

Mostly likely it might have something to do with DFhack, since I try to use the "Points x" cheat, either that or it crashes because the wagon cannot hold so much food.

(Again, I only use the cheat because my miners won't dig 10 tiles in 3 months, and my food supplies only last that long.)

Edit: Nope, just tried a Dwarf Fort without the cheat. Same result... and this is after a fresh install. Probably a hardware problem then... or it could actually be that the game hates people who spend all their points... or brings too much food. Or has a problem with Deep Galena Seeds.

Second Edit: Amostubal fixed it in his Modified Masterwork.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Treason on December 21, 2017, 08:52:00 am
Alas, poor succubi.

Mothi Spideryhates, the Diety, the Law-giver, has arrived to lay down some godly smite on their dark, ocean-side dungeon.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Metall on December 23, 2017, 06:56:04 pm
Alas, poor succubi.

Mothi Spideryhates, the Diety, the Law-giver, has arrived to lay down some godly smite on their dark, ocean-side dungeon.

Dang that sounds like some Grade A+ FUN right there... trying to hold off a diety from destroying your fort...
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on January 03, 2018, 03:32:51 am
Started working on the 32x graphics, it's so difficult.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Brutaka001 on January 03, 2018, 09:40:38 pm
Okay, I'm lost. How does the new magma well work? It says it spawns an aquifer of lava in one of the cardinal directions, but im not seeing any new magma. I have tried putting it up against a wall, having it in open space, digging under it, having open space under it, having open space above it, only digging out those spaces after it runs, only digging out those spaces while its being run, running it on repeat for all of the above. Then repeating all of this with aquiferable materials like sands instead of stone.

I can't seem to figure out where the magma is.

For me, It made the magma "aquifers" of the desired level (5/7) in the desired direction (south) a few levels down. I figured this out when i was digging out my catacombs, so I had to revert to an older save of the fort. I don't know if it changes the tiles of all levels to a magma "aquifer" or not but that's how I treat it now. It changes any material wall (stone, soil, etc.) into an aquifer for it sadly. More experimentation is required but it should behave in a predictable manner like this.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on January 04, 2018, 11:22:35 am
Simply channel a hole, build a well next to the hole and run the reaction for the right direction. The block right under the well will be a magma aquifer. You can even remove the well afterwards if you never plan to disable the flow.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Brutaka001 on January 05, 2018, 10:21:53 am
Been kinda using it like this for my catacombs. I'll dig the area out, smooth the stone and adorn noble tombs with masterwork stuff to keep em from bitchin too much. After thats all done, i use the magma well to set all remaining undug stone in that area to magma aquifers. When a noble dies, they are buried, their walls carved with their deeds, then I mine a single block behind the coffin and the tears fall as the room is filled with glorious magma. The door is then locked forever and covered with gemstone walls. Nobody is sad when my nobles die lol.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on January 08, 2018, 04:56:04 pm
I just had the caravan trying to get into my fort through a magma moat. They left because (surprise!) their goods melted.

So I guess the succubi now walk in magma, while they avoided it like plague before. It's good, and bad for hauled items.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Brutaka001 on January 15, 2018, 09:29:11 am
When a Hill Titan decides to visit your place after the 1 year mark, and you aren't prepared for it. Send out a nightmare, nightmares kill Hill Titans easy it seems.

Spoiler (click to show/hide)
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on January 15, 2018, 11:57:12 am
Nightmares are destruction incarnate. I played in an evil biomes and herds of wild nightmares visited me regularly to kill my population, running in circles around the wounded to attract more to kill.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: harkejuice on January 24, 2018, 12:23:48 pm
I've been seeing this same bug across a few saves in my Succubi forts, a random column of lava will spawn due to (I'm guessing) having a magma well active in the previous save (the fort was destroyed by naga-men). I am pretty sure this is a bug. As I've read somewhere on here that the magma well is pretty buggy to begin with.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on January 24, 2018, 02:21:27 pm
I did notice that there is trees catching fire when I load the save. I need to test this in the latest df version since there is some fix related to this.

If you can send me the save I can investigate this further.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: harkejuice on January 24, 2018, 10:19:47 pm
I did notice that there is trees catching fire when I load the save. I need to test this in the latest df version since there is some fix related to this.

If you can send me the save I can investigate this further.

https://nofile.io/f/989eTGHOqsj/Succubi+Lava+Save+Files.zip

I didn't reclaim the old fort which is what was puzzling. Now I have to go figure out why I just crashed. Another thing I noticed, gem bins, fire weapons and armor aren't playing nice with stockpiles and are effectively ignored. I am guessing this is why you have to assign them specifically? Reminds me of some of the bugs with Necros and their staves.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on January 25, 2018, 03:52:04 am
Okay I will load it and look for issues.

Fire weapons aren't stockpiled. I removed them along with a bunch of broken items from the next update as they are not working very well anyway and will provide a reaction to add a fire spatter instead.

Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on February 06, 2018, 10:34:32 am
I had no luck finding the problems with magma wells but with a new stable dfhack I am updating everything to the newest version of df. There is a chance that our issues are fixed after updating the scripts.

So in addition of removing redundant workshops and materials, I have reintroduced the altar of sin. The succubi can learn one secret and one spell each. So far I ported the secrets of fire and lust, plus a teleport spell. There is quite a few more to go (I plan to add secrets for Chaos and Depravity, plus some more fun minor magic).

I hope to get the old site wide spells working too before Meph get on MDF again, but it will be released for vanilla first.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Steforian on February 11, 2018, 07:23:14 pm
I seem to be unable to corrupt my prisoners... i have them caged right next to the Den yet every time i try i get the 'There were no valid targets for corruption' message. Something im missing or is this a bug in my version? version v1.30 (43.05)

Edit: are black goblins not able to be converted?
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on February 12, 2018, 03:42:57 am
I seem to be unable to corrupt my prisoners... i have them caged right next to the Den yet every time i try i get the 'There were no valid targets for corruption' message. Something im missing or is this a bug in my version? version v1.30 (43.05)

Edit: are black goblins not able to be converted?

Are Dark Goblin part of Masterwork or another mod?

Races must be whitelisted to work with conversion so no they cannot be converted until they are updated, I need to see the dark goblins raws to add them. I'm making a note to modify corruption to work on any sentient so this problem do not arise again.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: mikes0042 on February 28, 2018, 05:39:27 pm
I had no luck finding the problems with magma wells but with a new stable dfhack I am updating everything to the newest version of df. There is a chance that our issues are fixed after updating the scripts.

So in addition of removing redundant workshops and materials, I have reintroduced the altar of sin. The succubi can learn one secret and one spell each. So far I ported the secrets of fire and lust, plus a teleport spell. There is quite a few more to go (I plan to add secrets for Chaos and Depravity, plus some more fun minor magic).

I hope to get the old site wide spells working too before Meph get on MDF again, but it will be released for vanilla first.

Is it possible in the current version for a succubus adventurer to learn these abilities? If so, how?
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on March 01, 2018, 11:04:39 am
I had no luck finding the problems with magma wells but with a new stable dfhack I am updating everything to the newest version of df. There is a chance that our issues are fixed after updating the scripts.

So in addition of removing redundant workshops and materials, I have reintroduced the altar of sin. The succubi can learn one secret and one spell each. So far I ported the secrets of fire and lust, plus a teleport spell. There is quite a few more to go (I plan to add secrets for Chaos and Depravity, plus some more fun minor magic).

I hope to get the old site wide spells working too before Meph get on MDF again, but it will be released for vanilla first.

Is it possible in the current version for a succubus adventurer to learn these abilities? If so, how?

Not in the current version but it's planned. I want to release on vanilla quickly to catch on the DF version.
- First I'll release with 4 spells (two big and two small)
- Next, jobs to produce sealed spells will be added. After making some in fort mode, you can bring an adventurer to grab the spells.
- And then more powers will be added.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: mikes0042 on March 01, 2018, 12:22:55 pm
Not in the current version but it's planned. I want to release on vanilla quickly to catch on the DF version.
- First I'll release with 4 spells (two big and two small)
- Next, jobs to produce sealed spells will be added. After making some in fort mode, you can bring an adventurer to grab the spells.
- And then more powers will be added.

Thanks for the quick reply!
I was partly wondering if it was possible for a succubus to uncover those secrets in worldgen and then record them, where an adventurer could recover them, similar to other secrets like necromancy, so I was genning worlds like mad and checking Legends Viewer to see if it'd happened, but no such luck. I also tried giving scholars the powers too, hoping they'd record them in my library.
Also, when it's implemented, will adventurers have the same limitations on their abilities, ie. only one major power, as fortress mode does, or will we be able to combine them?

I'm definitely looking forward to being able to get those abilities! I really want a succubus adventurer who can charm her way to the top, turning her enemies against each other.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on March 03, 2018, 03:06:25 pm
I saw a migrant coming in with a secret. So it should be possible but very rare. For now DF only push historical figures into researching the occult when they are going to die of old age, and succubi don't. Plus humans prefer to looking into death rather than spheres like lust or fire. As they do not build towers, it take a lot of luck to find a book made from such research. If you do, make sure you take it in a fort to write copies.

But maybe if you start giving pyromancy to your succubi in fort mode and retire it, they may take disciples and start teaching?

I updated the mode for vanilla. (http://www.bay12forums.com/smf/index.php?topic=124135.msg7703282#msg7703282) The power list is limited and there is no adv mode support yet, but now that it is out I can get started on this.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: mikes0042 on March 03, 2018, 04:06:44 pm
One thing - I didn't have access to the Altar of Sin for the longest time; it turns out it's actually missing the opening bracket in the PERMITTED_BUILDING line in the raws. I don't know if that was intentional since the powers aren't fully implemented, but I thought I'd let you know.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on March 04, 2018, 08:24:05 am
Yes, it was intentional. The raws for the altar was there for quite a while but the execution was bugged so I commented it by leaving a bracked off.

You can get it semi-working in the current MDF by adding the bracket and making sure no interaction in interaction_succubus had an USAGE_HINT:ATTACK.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: nellzy on June 28, 2018, 05:25:50 pm
After my first migrant wave, the Succubi just stop working and idle despite their labors being enabled. Is this a common problem?
I'm using DF ver 0.43.03 with Masterwork V.1.3. Any help would be appreciated.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on June 29, 2018, 01:38:39 pm
There could be several factors. The most common one would be burrows. Did you design one and made sure that civilians have no alert active?

In there anything weird in the unit list? If the succubi are guests or visitors, something went super wrong.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Metall on July 24, 2018, 02:09:49 pm
If Masterwork gets updated, would you help built the new version and put Succubi on it?
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on July 30, 2018, 03:03:09 am
If Masterwork gets updated, would you help built the new version and put Succubi on it?

Yes, I'll maintain compatibility for it.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: lunessia on May 14, 2019, 02:27:55 pm
I have an issue with my fort running right now
So, I spawned on a tile that's supposedly supposed to have sand, but it has Loamy sand. I've been playing through it for awhile, and I've run into problems trying to get my Metalwork and glasswork industry up. The floating glass furnace and magma well require non-economic magma-safe building material. I have Orthoclase and Mica, but I can't make blocks out of them. I can't make sand out of boulders because I don't have the wood to make a windmill or water wheel. Is there anything I can do to get out of this hell loop?

Also, on a side note, can succubi ever get immunity to Warpstone?
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on May 18, 2019, 03:48:18 pm
I have an issue with my fort running right now
So, I spawned on a tile that's supposedly supposed to have sand, but it has Loamy sand. I've been playing through it for awhile, and I've run into problems trying to get my Metalwork and glasswork industry up. The floating glass furnace and magma well require non-economic magma-safe building material. I have Orthoclase and Mica, but I can't make blocks out of them. I can't make sand out of boulders because I don't have the wood to make a windmill or water wheel. Is there anything I can do to get out of this hell loop?

Also, on a side note, can succubi ever get immunity to Warpstone?

Hello, I need to go back into the raws and re-add all the masterwork stuff. Succubi should not only be immune but slightly boosted by mining warpstone.

Unfortunately, loamy sand is a crappy soil that cannot be used for glass or clay works. You are stuck with buying sand from caravans. Otherwise, once you got a hold of a few bags you can make glass blocks at a non-magma glass furnace and then make the wells and workshops you need. If you have no fuel, you can get a few free piece of coals by "Heating the forges" at a furnace. I hope you find metal to compensate for this.

By the way, I fixed a bunch of bugs and will do a patch asap.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: lunessia on May 20, 2019, 10:40:41 pm
I have an issue with my fort running right now
So, I spawned on a tile that's supposedly supposed to have sand, but it has Loamy sand. I've been playing through it for awhile, and I've run into problems trying to get my Metalwork and glasswork industry up. The floating glass furnace and magma well require non-economic magma-safe building material. I have Orthoclase and Mica, but I can't make blocks out of them. I can't make sand out of boulders because I don't have the wood to make a windmill or water wheel. Is there anything I can do to get out of this hell loop?

Also, on a side note, can succubi ever get immunity to Warpstone?

Oh hallef**kinglujah

Hello, I need to go back into the raws and re-add all the masterwork stuff. Succubi should not only be immune but slightly boosted by mining warpstone.

Unfortunately, loamy sand is a crappy soil that cannot be used for glass or clay works. You are stuck with buying sand from caravans. Otherwise, once you got a hold of a few bags you can make glass blocks at a non-magma glass furnace and then make the wells and workshops you need. If you have no fuel, you can get a few free piece of coals by "Heating the forges" at a furnace. I hope you find metal to compensate for this.

By the way, I fixed a bunch of bugs and will do a patch asap.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: lunessia on May 20, 2019, 10:43:15 pm
Is there a way to tell whether the sand will be "Loamy sand" before I embark?
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on May 21, 2019, 05:23:38 am
Is there a way to tell whether the sand will be "Loamy sand" before I embark?

I believe the game simply should not indicate "sand" but only "soil" on the biomes previews. To verify, there should be a dfhack script called "prospector" or something that will list what you will find there and the valid sand types are "<color> sand", like white sand, red sand, etc.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: lunessia on May 21, 2019, 06:21:34 pm
Ah, thanks
One more thing, when you release your new patch (Don't feel rushed!) Will you release it to Meph's Masterwork or make an "Unofficial" patch on this thread?
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on May 22, 2019, 02:43:50 am
Ah, thanks
One more thing, when you release your new patch (Don't feel rushed!) Will you release it to Meph's Masterwork or make an "Unofficial" patch on this thread?

I'll put the patch in this thread and let Meph integrate it into Masterwork when he have time to.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Bokaza on June 01, 2019, 03:13:26 am
Hey, Boltgun. Long time fan of the mod.

I'm having an issue with the Magma Well, namely, it doesn't work. When I finish the spawn magma job nothing happens. I get a DFhack error instead:
https://imgur.com/aYVpcCR
I am fairly certain I am doing the setup right since I've done it before.
https://imgur.com/a/vF5TExJ

My game version is PeridexisErrant's Starter Pack 0.44.12 with the correct extractable version of the mod. Everything else seems to work fine. I've tried turning on aquifers and doing a fresh install but it didn't help.




Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on June 02, 2019, 03:49:14 pm
I'll check if something was missing from the extractable version. The scripts behind the well was updated and it's odd that you get this result.
Edit: Bummer, I reproduced the problem. Why did it work when I first tested with? I'll fix that asap.

Meanwhile, here's a patch for Masterwork DF (https://github.com/Bltgn/DF-succubus/releases/download/fooccubus-16.4/succubus-mwdf.zip) that may fix a few headaches with the civ. Simply extract it in DF, overwriting files as needed.

It will break a few trading reactions if you play other civs as materials were removed. To Meph, here's the errorlog:
Spoiler (click to show/hide)
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: antipin00 on June 18, 2019, 02:14:00 pm
Hello.
A few hours ago I downloaded MDF 1.31, set up everything, generated a fresh world and embarked as succubi. Designated a 3x3 tavern on top of a Den of iniquity, waited for some visitors to arrive and ran 'Corrupt foreigners' job. And got this error:
Spoiler (click to show/hide)

Tried same thing 3 more times, and every time I get the same error and a demon that has the elf's name but no skills (not that I know if it should get any skills). The original elf survives the process, actually, and seems to stop other visitors from getting turned (probably because she is the first in the 'Units->Others' list).

Here's MDF profile file:
https://www.dropbox.com/s/dkcl9fi3kbvxwfq/profile-corrupt-bug.JSON?dl=1 (https://www.dropbox.com/s/dkcl9fi3kbvxwfq/profile-corrupt-bug.JSON?dl=1)
And here's the save file (error pops up after a few seconds):
https://www.dropbox.com/s/wh3tumohttalyrw/region-corrupt-bug.zip?dl=1 (https://www.dropbox.com/s/wh3tumohttalyrw/region-corrupt-bug.zip?dl=1)

Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on June 19, 2019, 02:50:54 am
Thank you for the save, I'll look into it asap.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: CraazyFYI on August 06, 2019, 08:50:21 am
I got a bug when playing the succubus. When i read the manual they speak of a soul well? Or some workshop that captures souls in gems. For me such a workshop (and some others too) dont appear in my workshop list. So i cant build them. I also noticed that the succubus race cant make paper? The option for making a slurry from plants and pressing the slurry into a sheet isnt available in the manager menu nor in the workshops. 

Now the game breaking bug i have is that the summoning portal doesnt work. They do their ritual which ends with a puff of smoke but then nothing spawns (it does take my items). I checked the DF hack for this and i only see some commands marked in red. Here is how it looks: https://imgur.com/DdV854a

I love the faction and i hope there is a way of fixing this. I am playing on the newest version so that shouldnt be the problem.

Thanks in advance :)
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: CraazyFYI on August 06, 2019, 12:15:14 pm
Oh and i just tried to corrupt foreigners at the den of iniquity and that made my game crash, i had the workshop next to a group of visitors in the tavern

[EDIT] This didnt happen the second time i tried it. so ignore this
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on August 19, 2019, 11:32:03 am
Oh and i just tried to corrupt foreigners at the den of iniquity and that made my game crash, i had the workshop next to a group of visitors in the tavern

[EDIT] This didnt happen the second time i tried it. so ignore this

The Den of Iniquity might be unstable because it has gotten very complicated to have people switch sides. If you are getting crashes again, don't hesitate to upload me a save so I can look under the hood and see what is missing.

I got a bug when playing the succubus. When i read the manual they speak of a soul well? Or some workshop that captures souls in gems. For me such a workshop (and some others too) dont appear in my workshop list. So i cant build them. I also noticed that the succubus race cant make paper? The option for making a slurry from plants and pressing the slurry into a sheet isnt available in the manager menu nor in the workshops. 

The soul well does not exists anymore, the manual is outdated. I may have brought paper back, but you can also make tablets and stone slips out of stone.

 
Now the game breaking bug i have is that the summoning portal doesnt work. They do their ritual which ends with a puff of smoke but then nothing spawns (it does take my items). I checked the DF hack for this and i only see some commands marked in red. Here is how it looks: https://imgur.com/DdV854a

It seems that you are missing scripts. I'll double check that Masterwork bundled them.

Also to be sure, here's the link to the latest update. It fix a few problems :
https://github.com/Bltgn/DF-succubus/releases/download/fooccubus-16.4/succubus-mwdf.zip

I love the faction and i hope there is a way of fixing this. I am playing on the newest version so that shouldnt be the problem.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Cleck on October 25, 2019, 06:53:52 pm
Also to be sure, here's the link to the latest update. It fix a few problems :
https://github.com/Bltgn/DF-succubus/releases/download/fooccubus-16.4/succubus-mwdf.zip
can u upload again?
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Gimmick Account on December 08, 2019, 06:26:54 pm
I've started a succubus game in adventure mode, and after slaughtering and butchering my first wild animal I'm noticing that I don't seem to be able to select the cut-up meat parts for consumption. What do succubi eat? It's early Spring, so there are no ripe plants to be found yet. Am I screwed?
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Wiggly Juggins on December 16, 2019, 06:34:26 pm
G'day there.
Loving the mod. However, I have a question regarding one of the workshops or rather the Red and blue portals. Whenever I task a succubus(or Incubus) to Teleport between the portals, simply nothing happens.
This also happens when I tried the Standalone version of the mod. Am I using the Portal Incorrectly?
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: CaptainGame on July 27, 2020, 10:52:16 pm
So is there any plan to bring soul gems back in some form? It just doesn't feel like demons unless there's soul trading going on.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Boltgun on July 28, 2020, 01:24:46 pm
So is there any plan to bring soul gems back in some form? It just doesn't feel like demons unless there's soul trading going on.

Sooner than later I hope. I planned some complex system that track where the soul come from to absorb skills, but that's too big of a feature to make in one go so I want to bring back what we had previously.
Title: Re: ☼Succubus☼ - Discussions and suggestions
Post by: Evans on November 14, 2020, 02:44:23 pm
Is there a working version I can download somewhere?

I've just managed to update MDF to 47.04 but succubi race keeps crashing on world gen.