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Dwarf Fortress => DF Modding => Masterwork DF => Topic started by: Meph on May 27, 2014, 12:47:05 pm

Title: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on May 27, 2014, 12:47:05 pm
!!!  New  !!!
- Succubi are in alpha-stage. Feedback and reports are very welcome -
(http://i.imgur.com/njgbEN0.png)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on May 27, 2014, 12:48:21 pm
Please post all discussion, questions, suggestions and bug reports for Succubi in this thread. Thank you.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on May 27, 2014, 04:46:52 pm
The mod is available through the main MDF release (http://www.bay12forums.com/smf/index.php?topic=125633.0). Simply activate the race for playing in fort mod before generating a new world to be able to pick a succubus civilization on the embark screen.

To verify what race you will be playing in fort mode, before validating your embark, press tab to see the list of races around your fort. Your own race will be the first one. All suggestions and bug reports are welcome.

A bleeding edge version of the civ is available on github (https://github.com/Devduweb/MDF-Dev-Version). You can use this one if you are stuck against a game breaking bug or if you wish to test the newest features. Otherwise I recommend playing with the stable MDF release.

The Succubi
- A new evil race of creatures who escaped the underworld and wish to take over the surface.
- The succubi are mostly female. (1 incubus for 9 succubus)
- Your subjects will be weak to interactions that hurt demons. But will enjoy what usually kill other races.
- They are very fast and have the strength to pack a punch. An elite succubi can be really impressive.
- Their protection however is a bit lacking, with inferior armor pieces.
- Caged prisoners can be converted to hybrids who will work as citizens.
- Good industries includes gem, glass, leather… and eventually flesh.
- You are likely get a tantrum, but it is less likely to degenerate into a spiral unless specific members of your fort dies.
- Fire immunity

Summoning
You can summon a set of creatures who will fill various roles from cattle to defense. Several creatures also provide precious resources when milked or sheared.

Temples
Temples provides various instant spells to use that can affect your succubi, invaders, or simply lit the world on fire. You can also upgrade your succubi with various spells. Some of those spells are dependent of the level of happiness of the succubus, or other stats. See the manual for more info.
Watch out for wildfires!

Other advice
- Building a well of soul near the refuse stockpile will allow you to extract souls from the corpses.
- The Attorney is also a good source of souls.
- Get your army ready as soon as possible, dwarves will seek you early.
- In adv mode you can find succubi forts near their frontiers with soldiers to recruit.
- Try playing on an evil biome!

Known issues
+ There is typos in the manual.
- Of course, it was written in a hurry to provide help. Report me the typos and grammar issues.

+ I am getting kidnapping message for pets!
- This is caused by the caravans leaving your site.
- It has little effect on your game, you can ignore this message.

+ I am stuck in siege mode.
- It seems that some civs does not properly the siege tags when defeated, try sweeping the map for standing ambushers or calling another siege with the altar of nightmares.

The roadmap
The civ is developed one feature at a time, regular updates will provide new contents as well as additional summoned creatures and spells.
Spoiler (click to show/hide)

Enjoy!
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Gamerlord on May 27, 2014, 10:56:33 pm
PTW.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Arcvasti on May 27, 2014, 11:27:38 pm
Quote from: Arcvasti
PTW.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on May 28, 2014, 01:38:16 am
I fixed a few bugs that I discovered while testing. Every building should be in order now and their building material are available in one way or another.

I also adapted the 3 embark profiles that I included in the vanilla version, a balanced one, a combat squad and a disgraced band of good-for-nothings to provide more challenge. One last one themed around a witch will complete the set.

There is still much to test before the civ is ready but it should be quick.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on May 28, 2014, 04:19:04 pm
All buildings can now be built using components often found through other workshops. The menu also list them by category as intended.

I removed the tailor workshop. It served little purpose here. Pottery needs to be added however to restore the clay industry.

The teleportation portal is working, sending people for red to blue and the other way around. This will fix issues warlocks had using them. The succubi can built those with soul gems.

There is still plenty of reactions to test, both new and old.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on May 28, 2014, 04:26:04 pm
Nice.

Two things: Look at this and tell me (or Roses more likely) that it isnt awesome and useful for all modders: http://www.bay12forums.com/smf/index.php?topic=135597.msg5319705#msg5319705

Second: Since Succubi are demons and use a lot of fire... wouldnt it make sense to allow them some sort of fuel replacement? It strikes me as odd that a fireball-throwing demon could stand before a cold forge and cant melt anything, because they have no coke available. The thought came to me when you mentioned burning clay. Maybe Succubi could get some free fuel interaction/reaction in some way? Or an easy way to make magma.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on May 29, 2014, 02:53:11 am
Yes this is awesome, I was looking for something this like for a future workshop. You would take breastplates and round shields and reforge them into an higher quality. That way you'd give you succubi better protection using after looting the field.  The plan was simply to take a breastplate and a bar of metal to make a breastplate with a new quality, something standard. I'll probably use that for the making of stygian pitchforks too.

That would make sense to provide better access to fuel to creatures that can burn the entire outside area. I am thinking of doing something similar to the magma well (so you can make magma moats and decorations too).

If the warlock spawn magma using their well, does that enable the use of magma forge? I can fix that if it does not.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on May 29, 2014, 03:48:26 am
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:FEATURELUA_MAGMAWORKSHOPS] => enables magma workshop

The dwarves have it, but I dont think I gave it to the Warlocks. I would have to check.

And I do have the Armory and Weaponry in dwarf mode, which do exactly what you described. But I want to scrap them and use Roses system instead, because its way better.

Maybe a reaction "heat the forge" and you get 1-3 fuel from it, but the succubi becomes dizzy/tired from casting it. Add as the top reaction to each fuel using workshop. Done.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on May 29, 2014, 06:39:24 am
[PRODUCT:100:1:BOULDER:NONE:INORGANIC:FEATURELUA_MAGMAWORKSHOPS] => enables magma workshop

The dwarves have it, but I dont think I gave it to the Warlocks. I would have to check.

And I do have the Armory and Weaponry in dwarf mode, which do exactly what you described. But I want to scrap them and use Roses system instead, because its way better.

Maybe a reaction "heat the forge" and you get 1-3 fuel from it, but the succubi becomes dizzy/tired from casting it. Add as the top reaction to each fuel using workshop. Done.

There is only one rock produced by the wells so I guess I'll add that to the magma reactions.

'Heating the forge' is a good idea, but I'd make the succubus drowsy so she would go to sleep and require a second one to work at the forge. Plus I'll try to have such fuel wither after a few weeks to prevent stocking up. Magma should stay the best solution.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on May 29, 2014, 07:12:50 pm
Suggestions: Lace gloves, fingerless gloves. Knee-high boots. Highheels. Other clothing that might be considered erotic.

Narcisissm. Some negative effect from Succubi liking themselves too much, like standing paralyzed in front of a mirror. Maybe make them more likely to form grudges (all girl forts can have those ^^) and change their personality traits to fit. Maybe more tantrums?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Hotawotwot on May 30, 2014, 12:36:46 am
What if scarring caused a constant (but minor) negative thought?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on May 30, 2014, 07:36:34 am
Boltgun: You dont seem to have any instruments permitted in the entity file, yet ask for a DRUM when provoking a siege. While it does exist in the raws, no other civ has access to ITEM_INSTRUMENT_DRUM, but the dwarves have ITEM_INSTRUMENT_DWARF1, which is called 'drum' ingame. I did delete the reagent for now, leaving only a sword to provoke a siege.

Sounds confusing at first, but I added instrument_race_# at some point, adding three instruments to dwarves, humans, elves and drow. Smake added the same for orcs. Warlocks do have 3 "instruments of torture", and Gnomes have no instruments at all.

Maybe add three instruments to your succubi, to fit the theme. :) I could see them using these for example:
Code: [Select]
[ITEM_INSTRUMENT:ITEM_INSTRUMENT_OCARINA]
[NAME:ocarina:ocarinas]
[HARD_MAT]

[ITEM_INSTRUMENT:ITEM_INSTRUMENT_OBOE]
[NAME:oboe:oboes]
[HARD_MAT]

[ITEM_INSTRUMENT:ITEM_INSTRUMENT_HARP]
[NAME:harp:harps]
[HARD_MAT]

I added them for now in my dev version. I will replace them with yours, if you want to create something more fitting. :)

EDIT: Here the list of whats already used by other civs.
Spoiler (click to show/hide)

EDIT: Suggestion: chastity belt/girdle of chastity clothing item that uses itemsyndrome to add "STERILE" as long as you wear it. :D Could even be made of metal and an armor, so you can assign it to specific people through uniform templates. :D Obviously not the most serious suggestiong ^^
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on May 30, 2014, 02:57:36 pm
I picked 3 instruments (oboe, violin, trombone), I originally added enough of those to make an orchestra then disabled it to align with the other races (at the time) and kinda forgot that I am using instruments and crafts in reactions. I'll rename those if needed for the succubi.

Yes for more tantrums, the idea is that they are easier to handle then dwarves until a married couple dies. Then you will have an husband with his 8 daughters tearing down your dungeon. You will have to be selective in your protection at times. That's why I will not add any sterile or birth control system for now (sorry). One of the side project is to 'loose' the marriage system. The game support only one marriage and one lover but there is an entry for both...

More clothing will be added. I'm not sure if heels goes with hooves, but in any case I handle that with care, incubi wear the same clothes as succubi and changing that will require too much scripting.

Wound and scarring generating thoughts, possible with enough scripting work.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on May 30, 2014, 03:24:01 pm
The chastidy belt was not a real suggestion ^^ I just thought it was funny/fits the theme.

Btw, you got a typo in the basilisk: [CE_SPEED_CHANGE:SPEED_PERC:0:START:0::PEAK:150:END:200]. I fixed it in the release version.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Jaso11111 on May 30, 2014, 04:33:30 pm
You say we sould try embarking on an evil biome, but wont the undead just attack them? Or do you mean that they would gain buffs from the biome interactions?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on May 30, 2014, 04:42:23 pm
The undead still attack them. And the procedually generated rains and effects are still negative. I am not sure about the positive effects of evil biomes on them.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: zach123b on May 30, 2014, 05:36:17 pm
long ago there was a concubine for dwarfs, it was a pet that you could buy; embark and caravan.  these 'pets' did nothing but produce children, although ones brought at embark could be given stuff to do through therapist

idk if it's possible but that was one way of getting around marriage
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: palu on May 30, 2014, 06:33:59 pm
iirc toady asked him to remove that.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Hotawotwot on May 30, 2014, 10:54:53 pm
Which building category is the Attorney's Stock under?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Crysalis on May 31, 2014, 12:10:20 am
Here some ideas:
Succubi cant breed, but can summon new succubi in lategame reactions.
Slave caste, wich do all dirty work, like skeletons for warlocks, u need to capture them on raids and convert them.
Sins elements (with soul mechanics), like element of pain that can be gathered from torturing prisoner or slave in torture room, or lust elemnt, and ect. They can be used to speacial meals to succubi, bc as demons they must eat such dark energy) And for some special steelgrade metals maybe, and rituals ofc)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on May 31, 2014, 12:21:08 am
Here some ideas:
Slave caste, wich do all dirty work, like skeletons for warlocks, u need to capture them on raids and convert them.
I'd rather not have the same features in several civs. Slave castes dont work well anyway, because of the civ graphics: They would look like Succubi. And they already have the prisoner conversion. ;)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on May 31, 2014, 03:07:49 am
Which building category is the Attorney's Stock under?

It's a workshop, you will find it under 'succubus ritual'.

You can already enslave prisoners but they only hang around the meeting hall, protecting the succubi if needed. If the near future they will join as full citizen. The problem with castes right now is that they conflict with some the fire immunity upgrade (and giving fire immune to everyone is overkill). If I add PET to anyone for now, it leads to a lot of birth and gameplay wise it is more annoying then fun.

I might split the temple of sin for each sin, so it will be clearer to create specific elements. The current temple is there because I do not have enough reactions for each sin yet. I was wondering about the best way to eat soul, turning them at the temple of gluttony for edible material is a great idea.

There is one steel grade metal, summon basilisks and shear them. Their horns can be smelted into basiliskine, a light version of steel that is okay for edged weapons and armor. Making steel grade leather by combining several pieces is planned too.

One of the late goals is to summon succubi too. To be more specific to summon a dead succubi back. you would get a pop up with a list of dead citizens to call back. But that's a far fetched idea with a lot of pitfalls.

I'll get on evil biomes after emptying my debugging queue. Randomly generated weathers will always be bad, and zombies will still attack you. I cannot do much for the former, but perhaps I can a spell that removes opposed to life. For now, Cauchemars will not get mad from eating evil grass and the biomes have 2 surface plants that boost your succubi when they drink their wines.



Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on May 31, 2014, 03:14:12 am
Quote
(and giving fire immune to everyone is overkill)
I dont think it is. Magma-immune, yes, but fire? You would already lose all your items/clothing, which is bad enough. But a fireproof civ that has no real problem with setting the surface on fire would be nice. You say that Succubi are demons, but all procedually generated demons are magmaproof. I think it would fit to make Succubi at least fireproof.

Quote
I might split the temple of sin for each sin
Roses building upgrade system works beautifully for this. You only need one temple in the buildmenu then, and can add 7 reactions to update it, one each :) Are you going by the 7 deadly sins?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Hotawotwot on May 31, 2014, 03:17:19 am
Which building category is the Attorney's Stock under?

It's a workshop, you will find it under 'succubus ritual'.

I can only see the Den of Iniquity, the Summoning Circle, and the two Temples under that category. I cannot find it under furnaces either. Maybe it is bugged?

E: Windows, current version, MS Obsidian tileset

As a side note, is there any documentation on what the Fountain of Blood is supposed to do?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on May 31, 2014, 03:32:57 am
Which building category is the Attorney's Stock under?

It's a workshop, you will find it under 'succubus ritual'.

I can only see the Den of Iniquity, the Summoning Circle, and the two Temples under that category. I cannot find it under furnaces either. Maybe it is bugged?

E: Windows, current version, MS Obsidian tileset

As a side note, is there any documentation on what the Fountain of Blood is supposed to do?

It should be under the abyssal temple, the shortcut is alt+x.

For now the fountain on blood does nothing, it will quench the thirst of vampires at some point.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Hotawotwot on May 31, 2014, 03:58:59 am
Which building category is the Attorney's Stock under?

It's a workshop, you will find it under 'succubus ritual'.

I can only see the Den of Iniquity, the Summoning Circle, and the two Temples under that category. I cannot find it under furnaces either. Maybe it is bugged?

E: Windows, current version, MS Obsidian tileset

As a side note, is there any documentation on what the Fountain of Blood is supposed to do?

It should be under the abyssal temple, the shortcut is alt+x.

For now the fountain on blood does nothing, it will quench the thirst of vampires at some point.
Tried it and still nothing. Here's a screenshot of my workshops screen for reference.
Spoiler (click to show/hide)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: danmanthedog on May 31, 2014, 09:45:41 am
So since succubi have been added do you want us to major test it meph?

Edit- Also whats with the guide for them being emtpy?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on May 31, 2014, 10:04:47 am
Which building category is the Attorney's Stock under?

It's a workshop, you will find it under 'succubus ritual'.

I can only see the Den of Iniquity, the Summoning Circle, and the two Temples under that category. I cannot find it under furnaces either. Maybe it is bugged?

E: Windows, current version, MS Obsidian tileset

As a side note, is there any documentation on what the Fountain of Blood is supposed to do?

It should be under the abyssal temple, the shortcut is alt+x.

For now the fountain on blood does nothing, it will quench the thirst of vampires at some point.
Tried it and still nothing. Here's a screenshot of my workshops screen for reference.
Spoiler (click to show/hide)

You are probably using a previous version of the civ, the one provided with the MDF download should have the attorney as intended.

The manual is still being written. I will it here for proofreading in a couple of days.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Majoras123 on May 31, 2014, 10:14:40 am
Are the deep succubi going to be added,or have you already started the integration of both kinds of succubi? Or am I just dumb and they're in there already?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on May 31, 2014, 10:42:04 am
Are the deep succubi going to be added,or have you already started the integration of both kinds of succubi? Or am I just dumb and they're in there already?

Deep succubi will not be added as a civ in masterwork. Mainly because with all the races there is less space to play with. However their content is being migrated to the main civ. You can already build their temples and corruption is coming next.

If possible I'll try to have a 'deep mode' setting that removes caravans and add utterances. In that case you will get the deep succubi as you already know.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Majoras123 on May 31, 2014, 12:57:09 pm
OK, thanks. You've made a great mod and I'm interested to see how it grows  :D
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on May 31, 2014, 01:48:03 pm
OK, thanks. You've made a great mod and I'm interested to see how it grows  :D

You're welcome, making this mod is very... stimulating.  :P

Speaking of deep succubi, having migrated the temples really solved me a problem with rituals. So far is looked very kitchen sink, with most stuff stuck in the temple of sin, bringing unclear mechanics. Those have been spread over temples and regrouped by effects. All unit upgrades are in the temple of sin, global effects are in the esoteric order, conjuring items is in the abyssal temple. It should be easy to understand now.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Jimexmore on May 31, 2014, 10:48:12 pm
Is it at all possible to give blight orges jobs.
I wanted to used them to cut wood and mine because i don't want my ladies doing it.
It even lists them under citizens.
what the point of having them?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 01, 2014, 01:45:20 am
Is it at all possible to give blight orges jobs.
I wanted to used them to cut wood and mine because i don't want my ladies doing it.
It even lists them under citizens.
what the point of having them?

No, DF cannot give job to anything that is not your fort's race. In fact it was not intended to give access to to blight ogres, the civ just happen to have met them during wold gen.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 01, 2014, 07:45:38 am
Another thing I stumbled upon on the internet, maybe you can use it somehow:

Quote
Later traditions referred to many lamiae; these were folkloric monsters similar to vampires and succubi that seduced young men and then fed on their blood.[5]
http://en.wikipedia.org/wiki/Lamia (http://en.wikipedia.org/wiki/Lamia)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 02, 2014, 02:18:07 am
Another thing I stumbled upon on the internet, maybe you can use it somehow:

Quote
Later traditions referred to many lamiae; these were folkloric monsters similar to vampires and succubi that seduced young men and then fed on their blood.[5]
http://en.wikipedia.org/wiki/Lamia (http://en.wikipedia.org/wiki/Lamia)

I'll keep that somewhere for a future interaction, or perhaps when I'll upgrade the prisoner corruption.

I worked on the manual so far, mainly buildings and tricks. Rituals has been rearranged by area of effect (one temple for creature upgrade, one for site effects, one for communication to the outside world and one for effects on invaders). Conjure slade have been moved to the attorney, as this building will be producing all kind of materials.

I also tested rendermax and the script hangs on furnaces somehow. Fps wise, it is sometimes a solid 150 and sometimes it suddenly drop to 40.

My newest fort in an evil biome almost got destroyed by a herd of nightmares. This is amazing how many creature MWDF will throw at your fort to destroy you. I will add an interaction to pacify demons at some point.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 02, 2014, 05:10:05 am
Maybe talk to IndigoFenix for a variation of his Druidism script. Make Succubi charm EVIL creatures. They dont care for animals, cavern monsters, etc, but when you embark on EVIL biomes, the non-undead creatures might join you.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 02, 2014, 01:51:49 pm
Maybe talk to IndigoFenix for a variation of his Druidism script. Make Succubi charm EVIL creatures. They dont care for animals, cavern monsters, etc, but when you embark on EVIL biomes, the non-undead creatures might join you.

This might work, I'd rather keep it for demon creatures (we have a class for this) so no charming of beak dogs and the like.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 02, 2014, 01:54:27 pm
But demons are only in the HFS.  Should breaching the circus be a good thing?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: IndigoFenix on June 02, 2014, 02:23:27 pm
Hmm... what if you could recruit demons, but you'd need to gain EVIL merit by tormenting your prisoners and acting in the most depraved manner possible?
Not really sure how you'd calculate that, though, since DF doesn't really have numbers for 'depravity'.  Counting the number of wounds on living creatures?  Making them as miserable as possible?  Can sapient pets have a happiness counter?  Not sure but I don't think so...

Ooh!  How about this: prisoners are a caste and therefore technically civ members, and therefore have a happiness rating, but you gain extra merit by keeping your prisoners happiness DOWN but without killing them.  THAT ought to be fun.  It might mess up migrations though, if half of your 'population' is miserable.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 02, 2014, 02:36:05 pm
This gets even worse than the DF forum in general.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: than402 on June 02, 2014, 06:29:42 pm
Well, this IS the bay12 and we are talking about living incarnations of lust running around :)here's my suggestion:add a few more "corrupt" castes( just like normal castes but maybe with a slightly different appearance and POP_RATIO 0.then make the most evil reactions(torture,demon summoning and such) have a chance to transform the succubi in a manner similar to the guilds.these champions of depravity and wickedness can be your elite,taking evil creatures to their side,benefitting from evil weathers,performing the evileat deeds in tour dungeon(maybe some reactions which release a syndrome stone which kills anyone else)... I've put a lot of thought on the matter of simulating evil and corruption because of a project I'm working on,but I'm typing from an iphone.i have more ideas, but I need a pc.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 03, 2014, 02:33:30 am
Well, this IS the bay12 and we are talking about living incarnations of lust running around :)here's my suggestion:add a few more "corrupt" castes( just like normal castes but maybe with a slightly different appearance and POP_RATIO 0.then make the most evil reactions(torture,demon summoning and such) have a chance to transform the succubi in a manner similar to the guilds.these champions of depravity and wickedness can be your elite,taking evil creatures to their side,benefitting from evil weathers,performing the evileat deeds in tour dungeon(maybe some reactions which release a syndrome stone which kills anyone else)... I've put a lot of thought on the matter of simulating evil and corruption because of a project I'm working on,but I'm typing from an iphone.i have more ideas, but I need a pc.

A first form of corruption will be back in the next update where you can transform prisoners into half breeds that retain some of their original race's traits plus more due to the madness inducing effect.

In addition, most rituals done in temples modify the succubus performing it based on sins, making her more prone to rage (wrath) or fatter (gluttony), etc. This is not easy to spot but checking the status screen you may notice sudden changes.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: than402 on June 03, 2014, 03:12:44 am

A first form of corruption will be back in the next update where you can transform prisoners into half breeds that retain some of their original race's traits plus more due to the madness inducing effect.


so,corruption doesn't work in this update?


In addition, most rituals done in temples modify the succubus performing it based on sins, making her more prone to rage (wrath) or fatter (gluttony), etc. This is not easy to spot but checking the status screen you may notice sudden changes.

by the way,here's an idea:why not make the temples have negative side effects too?i guess you eventually want to include all seven sins.and since you are essentially dealing with demons,they may screw you over.

for example,take wrath:it makes your succubi more effective in combat.but they like killing so much,that they may go berserk.

or gluttony:eating a lot and growing fatter adds a layer of protective fat,but since your succubus is a glutton,she just doen't know where to stop,and so may explode from eating too much
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 03, 2014, 03:41:28 am

A first form of corruption will be back in the next update where you can transform prisoners into half breeds that retain some of their original race's traits plus more due to the madness inducing effect.


so,corruption doesn't work in this update?


In addition, most rituals done in temples modify the succubus performing it based on sins, making her more prone to rage (wrath) or fatter (gluttony), etc. This is not easy to spot but checking the status screen you may notice sudden changes.

by the way,here's an idea:why not make the temples have negative side effects too?i guess you eventually want to include all seven sins.and since you are essentially dealing with demons,they may screw you over.

for example,take wrath:it makes your succubi more effective in combat.but they like killing so much,that they may go berserk.

or gluttony:eating a lot and growing fatter adds a layer of protective fat,but since your succubus is a glutton,she just doen't know where to stop,and so may explode from eating too much

That's the idea, wrath increases bad thoughts personalities, anger and add LIKES_FIGHTING. Gluttony makes the succubus hungry and thirsty so you will lose food, greed have a chance to cause a siege. Sloth makes them lazier and push them to take a break and so on.

For now prisoners can join your civ but will only stay at the meeting areas. The code for corruption is there but I need to reattach the castes.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: omniclasm on June 03, 2014, 06:52:56 pm
Trying out the Succubi now.

One issue I'm having is that summoned beasts don't show up on the z->animal list. How do you train them if you can't access them in that menu?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 03, 2014, 07:10:30 pm
Once you save and reload the game, the animals are in the list correctly. Currently the script cant do it by itself.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: omniclasm on June 03, 2014, 08:34:15 pm
How do you make things like figurines and hourglasses? Their reactions don't seem to be in the craftsman workshop like usual.

Edit: I guess just running "Make rock Crafts" will get them all randomly. I still liked the specific reactions, though.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: omniclasm on June 03, 2014, 09:00:38 pm
One of the interactions in the Temple of Fire is weird.

It causes whoever uses it to "die" and a new unit is made. Now my military commander is "Missing", but I have a new military commander that is immune to fire, but has a different name.

I have to say, though, so far I'm really liking the race. I've always liked the "create pets" aspect of Gnomes and Warlocks, but they each had their own awkwardness. Warlocks had the multiple races that do different things and that was just a pain all the way through and incompatible with auto labor. Gnome pets require a LOT of resources, are surprisingly weak in battle for their size and material, and gnomes themselves are a fickle tantruming bunch...and they don't have magic.

I also really like the magic systems. Dwarf magic users feel like a really end game goal, and half the time you won't even find the resources on the map to really play with it, and it takes a LONG time to make it work. Warlocks...again have the weird caste thing that makes it borderline unplayable for me. Orc magic seemed to not really work when I tried it, and requires obscure resources. With Succubi, I already have a fire flinging, fire immune military commander. I can also make Fire Imps for even more fire action.

Haven't played enough to know for sure, but I also really like that the population is limited. I don't like just getting immigrant wave after immigrant wave, along with 60% of the population being children. Kills FPS and really doesn't add that much to enjoyment.

Things might be "too easy" to get, but I'm not sure yet and not even sure if that's really a problem. Orcs can stockpile crazy amounts of resources too, along with being great in combat, but I really enjoy Orc forts.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: omniclasm on June 03, 2014, 09:12:42 pm
Summoned pets probably shouldn't give souls when butchered.

Making Orthis then butchering them is an infinite supply of souls, bones, leather, and meat.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: omniclasm on June 03, 2014, 10:33:36 pm
Almost feels like Succubi should have reactions without fuel, due to their affinity towards fire.

And because getting fuel without the 3 to 1 ratio reaction in the smelter is difficult.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: omniclasm on June 04, 2014, 12:13:21 am
Three different forts now, all with the same problem.

Military won't listen to attack orders. I tell them to attack something, and they just stand in one spot like they would if they couldn't reach the target, even if they obviously can. I've saw leprechauns run within 5 tiles of the squad assigned to kill them, and get no response.

Is it because the leader is a noble? Or that succubi can potentially fly? Whatever it is, it's making it really difficult to do anything with my military.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 04, 2014, 01:16:43 am
Thanks for trying it out. The succubi cannot fly by default, you have to give it to them in the temple of sin and that's exclusive to fire immunity. So I don't know what caused them to not answer your kill order, they always behaved fine when it came to combat but perhaps it is linked to error you had when you gave the commander fire immunity.

I'll remove the fuel to the temple of fire reaction, at some point you'll be able to produce free fuel in small quantities too.

Magic and summoning is easier than other races provides, succubi master this after all. Rebalancing the reagents is planned before getting the race out of alpha but that will stay easy for all but the most powerful effect.

When giving fire immunity, the succubi is supposed to tranform for a split second and back. I'll check why she died, that must be a side effect from the 5.03 update.

And yes, limited kids and pets from migrants makes the game much more enjoyable.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: omniclasm on June 04, 2014, 02:17:03 am
Yeah, I mean despite the few hiccups so far, really enjoying the concept of them. Pretty much everything I'd want in a custom race, almost all of the good parts of others combined into one without the annoying parts. I'm excited to see how it evolves.

Another idea...automating soul trapping, assuming you have the gem. Might be confusing I guess with two interactions for it, but a time sensitive thing is probably best to have automatically assigned.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: omniclasm on June 04, 2014, 04:05:51 am
Fixed my coke problem, in a succubus-y way.

Code: [Select]
[REACTION:BURN_SOUL]
[NAME:Burn soul for coke]
[BUILDING:FOOCCUBUS_SOUL_WELL:CUSTOM_B]
[REAGENT:A:1:NONE:NONE:NONE:NONE][REACTION_CLASS:SOUL][UNROTTEN]
[REAGENT:flux stone:1:BOULDER:NO_SUBTYPE:NONE:NONE][REACTION_CLASS:FLUX]
[PRODUCT:100:3:BAR:NO_SUBTYPE:COAL:COKE][PRODUCT_DIMENSION:150]
[PRODUCT:50:1:BAR:NO_SUBTYPE:ASH:NO_MATGLOSS][PRODUCT_DIMENSION:150]
YESDUST[PRODUCT:100:1:BOULDER:NONE:INORGANIC:SMOKE][PRODUCT_DIMENSION:150]
[SKILL:SMELT]

Sidenote: Kind of wanting to get into DF modding a bit. I already script games for a living, so it seems like it would be a smooth transition.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 04, 2014, 04:41:53 am
Quote
Warlocks...again have the weird caste thing that makes it borderline unplayable for me.
Could you give me some specifics?

And Boltgun, Flying on civ members is broken as far as I know. Nothing against adding wings, but the flyer tag is a no go. Especially when other people are sieged by them, the flying succubi will just stand on the map edge, and never do anything.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: omniclasm on June 04, 2014, 05:10:20 am
Going through your LUA, I'm pretty sure Call Siege is broken?

Code: [Select]
elseif reaction.code == 'LUA_HOOK_CALL_SIEGE' then
dfhack.run_script('fooccubus/callsiege', 100)
dfhack.run_script('succubus/influence', unit.id, 'envy')
end

callsiege.lua is under succubus folder...and foocubus folder doesn't exist.

Edit: Yeah, definitely broken.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: omniclasm on June 04, 2014, 05:31:10 am
Also looks like a bug in your excitement script.

Code: [Select]
-- Happiness, 5 for ecstatic
function happiness(unit)
local happiness = unit.status.happiness

if happiness > 150 then return 5
elseif happiness > 124 then return 4
elseif happiness > 75 then return 3
elseif happiness < 26 then return 2
else return 1 end
end

Less than 26 happiness gives a power level of 2, whereas a happiness level of 26 to 75 gives a power of 1. Think they should be swapped? It's admittedly 3:30am and I'm reading a language that I've never actually worked with, but yeah.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 04, 2014, 07:04:56 am
Oops, I'll fix those asap. I keep mistaking fooccubus and succubus in names. And the happiness < 26 should be happiness > 26, that was a bad copy/paste from berserk rage that does the opposite.

LUA is quite an easy language to play with. I moved from PHP with only a few gotchas, like the painful reintroduction of segmentation faults.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: omniclasm on June 04, 2014, 07:23:55 am
After messing around with spawn unit, it seems like it might be possible to make spawned animals show up in the animal tab.

If you make the unit, then at the end of "PlaceUnit" change it's race, it instantly transforms back into it's original race. You could make the temporary race into something like, "The flame", then the transformation message would be "The flame has transformed into a orthus". You could even send a variable through to make the function only do it if you want it to. Could even go one step further and have the variable accept a race ID to be the temporary race.

I just added
Code: [Select]
u.race = race + 1
To the end of the PlaceUnit function in spawnunit.lua, and it seems to work fine. You'll have to do some finagling with the tameness, but yeah.

I have to get some sleep before my meeting, but if there's a way to temporarily disable transformation messages for the split second that it takes for the spawned unit to change back to it's original state, then that's even better.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 04, 2014, 10:14:09 am
Where does the foocubus name come from, anyway?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 04, 2014, 11:12:43 am
Where does the foocubus name come from, anyway?

Earlier versions when I did not tag with a gendered name, they where 'lust demons' and everything internally was named fooccubus. There is some renaming to do there.  :P
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: mate888 on June 04, 2014, 01:56:39 pm
Tentacle monsters?! AW HELL NAW! *runs*
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 04, 2014, 04:35:49 pm
Tentacle monsters?! AW HELL NAW! *runs*

Those poor creatures are so misunderstood...

Joke aside, I imported the prisoner conversion from the deep succubi. So prisoners will transform into half breed depending of their race. All these caste have some feature of the former race with some now bonus and flaws added. After some testing that will be in the released.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Hotawotwot on June 05, 2014, 02:59:08 am
Tentacle monsters?! AW HELL NAW! *runs*

Those poor creatures are so misunderstood...

Joke aside, I imported the prisoner conversion from the deep succubi. So prisoners will transform into half breed depending of their race. All these caste have some feature of the former race with some now bonus and flaws added. After some testing that will be in the released.
Will this include masterwork races (orcs, drow, etc.) or just the vanilla ones for now?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: fucduck on June 05, 2014, 04:24:59 am
I simply love the Chinese Succubi (yum yum dog meat). Mass murdering Orthusus in the name of soul-profit. My entire fortress runs around these lovely two headed dogs. I only wish I could know how to use their blood for booze too. Hahaha
I know it is OP, but deep inside I wish that you never fix the issue. D:
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 05, 2014, 04:19:04 pm
I simply love the Chinese Succubi (yum yum dog meat). Mass murdering Orthusus in the name of soul-profit. My entire fortress runs around these lovely two headed dogs. I only wish I could know how to use their blood for booze too. Hahaha
I know it is OP, but deep inside I wish that you never fix the issue. D:

Enjoy while it last, the reagents for the summoning will be changed to a chain and a bracelet. At least you would not be able to butcher them on repeat.

I tested and debugged the prisoner corruption, the strange thing is that once transformed they do not appear in the unit listing, nowhere. They are available to be appointed noble or in the military and they follow orders as they should. They are even in dwarf therapist once freed from their cages.

I also tested fire immunity, it does not mark them as dead so I guess that's one less bug.

Edit : I freed more of the corrupted prisoners, one of them is in the unit list, not the others. I think it's the leader, who is an historical figure. The others should have received their hf entry so I don't really understand.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: omniclasm on June 05, 2014, 07:08:17 pm
I simply love the Chinese Succubi (yum yum dog meat). Mass murdering Orthusus in the name of soul-profit. My entire fortress runs around these lovely two headed dogs. I only wish I could know how to use their blood for booze too. Hahaha
I know it is OP, but deep inside I wish that you never fix the issue. D:

Enjoy while it last, the reagents for the summoning will be changed to a chain and a bracelet. At least you would not be able to butcher them on repeat.

Chain and bracelet seems pretty steep...I don't even know how to make bracelets off the top of my head.

I was thinking it would make sense for all summoning to require a soul. It would increase the baseline slightly across the board, but would cut down on the soul farming from it. Maybe a Soul + Meat + Chain for Orthi? All are fairly low tier, plus it would cut drastically into the soul farming from Orthi.

Also, has any attention been given to my post about making summoned animals show up on the animal list? Brief transformations make them show up after they change back. If you could force hide the announcement and only do it immediately after they are summoned (by changing their race), then that problem would be fixed.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 05, 2014, 07:10:56 pm
Quote
force hide the announcement
the transformation announcements are optional, you can turn them off in the GUI, first page.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: fucduck on June 05, 2014, 08:26:44 pm

After playing a while more (with restraint in my Orthi Butchery) I can say for certain requiring souls for every summoning would be viable. Sadly though, I have no idea how to build a "Well of Souls", nor how to get the souls of wild animals and invaders. (I tried to post this early, but 3G...)

Also, a suggestion: Make dwarves, elves, humans and goblins drop special souls (could expand onto the other MDF races too). You'd use them to summon special demons: Greed Demon (50 dorf souls), Envy Demon (50 elf souls), Pride Demon (50 human souls) and Wrath Demon (50 goblin souls).
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 05, 2014, 08:36:48 pm
Any butchered animal will leave a soul. And dwarves, elves, humans and goblins, etc already leave specific souls.

Well of Souls affects the worker, who will target a nearby lying corpse and turns it into a soul.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: omniclasm on June 05, 2014, 08:57:41 pm
Well of Souls is under e instead of w, fucduck.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: fucduck on June 05, 2014, 09:12:42 pm
Well of Souls is under e instead of w, fucduck.

OMFG! This Mod is HUGE! I've managed to get through without ever touching that section. So many things...
By the way (it is probably on this new tab), how do I forge a sawblade. There are four centaur corpses waiting for it hehe.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: omniclasm on June 05, 2014, 09:14:49 pm
By the way (it is probably on this new tab), how do I forge a sawblade. There are four centaur corpses waiting for it hehe.

I'd guess trap components at a metalsmith's forge. That's where it usually is, I'd imagine it's still in the mod.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 05, 2014, 09:36:35 pm
By the way (it is probably on this new tab), how do I forge a sawblade. There are four centaur corpses waiting for it hehe.

I'd guess trap components at a metalsmith's forge. That's where it usually is, I'd imagine it's still in the mod.
correct.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 06, 2014, 02:18:53 am
You can also make glass sawblade if you have sand and magma.

This morning I tweaked a couple of temple visuals and enhanced the soul forge look a bit.

Next thing to do is to try and patch the summoning so they appear on the animal screen.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: fucduck on June 06, 2014, 08:05:23 am
I must have passed through it unnoticed. I tried looking for it on embark too, but got no lucky The Whoring Bride (gotta love those names) had none to offer to the new forts. :<

By the way, the summoned beasts not appearing on the animals list was the only thing preventing the mass murdering of Orthi being a easy thing. It served its purpose. ^^

I'm starting a new fortress now, I'm going to test teleportation, soul farming and etc. By the way I have a question... Can you "convert" children? One of my succubus grew really attached to a young tentacle monster, which kinda made me wonder...
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 06, 2014, 08:51:27 am
Well, yes. You can pull childrens, in fact the succubi send babysnatchers.  :P
Sawblades are expensive and do not appear in the embark screen unless you removed a lot of items from your supplies.

Anyway I have released the update version 7.1. I might start numbering my version properly again now. With quite a few changes.
- You can now corrupt prisoners at the den of iniquity. They will join the military of complete jobs. See the manual for more info.
- Renamed a few positions : librarian to keeper of secret, warlord to lady of pain. No change besides the names.
- Fixed a few typos in the manuals, added materials and reference to the den of iniquity.
- Removed the flier upgrade and caste, it caused too many pathing issues.
- Recolored the abyssal temple, esoteric order and the soul forge.
- You can now build the chandler and make candles.
- Replaced violins by violoncellos to adhere to the 3 instruments per race design.
- Gave the succubi and all their castes new descriptions.
- Summoning orthus now requires an soul and a chain/rope. So butchering an orthus should only allow to summon one more, you still get extra meat.   ;D

To update, either download the archive in the first post and extract it to the Dwarf Fortress subfolder, or wait for the next MWDF release.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: fucduck on June 06, 2014, 10:22:40 am
Just cause I was going to start a fort/adv-story called "Slay the Warlady" lol.
No more Orthi Army D:
Now I'll need to capture some hens to mass produce eggs and chicks, butcher them, and use Orthi leather to make ropes. A little more complicated, but still doable. Seems fair to me, my Legendary Butcher Succubus is happy that she won't be fired lol.

By the way, forgot to comment something. Portals are AWESOME. Although I think the "Teleport all nearby units" is kinda broken, it only teleported one of them. It has so many uses <3. Could you make a 2nd pair of portals for endgame? Their requirements would be far more challenging so it is kind of a side goal, but not neccesary.

I'll try to download the update later today. Awesome job, BOLTGUN.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 07, 2014, 10:51:23 am
Thanks!  :D

I worked on the civ some more today and fixed a few shortcomings in summoning. First, all the summoned clowns will be non sentient. The reaction is still a gamble as you will get something from trivial to FUN but all of them can now be handled like an animal, which is more useful. The second thing is that I imported IndigoFenix's fix for the animal screen so no more reloading the save! Orthi will appear on the list right away now. Internally, this fix is a bit dirty as I pasted a line into spawnunit.lua, perhaps it will cause weird stuff.

The orthus sprite now have their second head now and look much more vicious.

Summoning is also easier for other to use. By default it will summon non tame creatures, you can now make a reaction name LUA_HOOK_SUMMON_TAME_<creature>, the TAME in the name of the reaction will affect the newly spawned creature.

Orthi and Nightmare are tame by default now, other summons must still be trained.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 07, 2014, 11:15:02 am
Quote
The second thing is that I imported IndigoFenix's fix for the animal screen so no more reloading the save!
Nice, I assume that affects everyone using spawnunit.

Quote
you can now make a reaction name LUA_HOOK_SUMMON_TAME_<creature>, the TAME in the name of the reaction will affect the newly spawned creature.
It there a LUA_HOOK_SUMMON_HOSTILE_ as well? :)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 07, 2014, 01:30:30 pm
Quote
The second thing is that I imported IndigoFenix's fix for the animal screen so no more reloading the save!
Nice, I assume that affects everyone using spawnunit.

Quote
you can now make a reaction name LUA_HOOK_SUMMON_TAME_<creature>, the TAME in the name of the reaction will affect the newly spawned creature.
It there a LUA_HOOK_SUMMON_HOSTILE_ as well? :)

Ah, no hostile yet. I'll add to my todo list.

Btw, I reduced access from kite shields to round shields. That will give space for the future defiler workshop.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: GeneralOngania on June 08, 2014, 08:17:26 pm
First I want to say that the succubi mode is awesome  :D, I really like it  ;D !

Secondly, i tried to put illumination ( rendermax activated ) but... : 

Selecting add task option, says that no raw material or fuel is available...

am i doing something wrong? how can i craft torches?

nice mod, keep it up...
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 08, 2014, 09:30:46 pm
Are you playing in a print mode that supports opengl ?

Torches are made in dwarf mode by the chandler, from wood + cloth + tar, but I guess Succubi could have it way easier. :D
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 09, 2014, 06:56:34 am
I have to double check for the torch, I believe I added the reaction but I don't know if you can make tar.

As for lights not emitting, there is a bug in the rendermax script I am trying to figure. It it not the first time I encounter this issue so I should be able to find a solution.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: GeneralOngania on June 09, 2014, 05:56:44 pm
Are you playing in a print mode that supports opengl ?

Torches are made in dwarf mode by the chandler, from wood + cloth + tar, but I guess Succubi could have it way easier. :D

I could not find the chandler workshop, I suppose its crafted on other workshop.

I am playing on STANDARD MODE, the light emited by dwarves is working without problems.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: fucduck on June 09, 2014, 06:05:54 pm
Say... if I take a Warlock prisoner, and throw dead corpses there (including dead succubi), he will auto resurrect them (unless I'm getting Warlock logic wrong); and then I proceed to capture the undead. Could I convert them on a nearby Den of Inquiety?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 09, 2014, 06:10:36 pm
Say... if I take a Warlock prisoner, and throw dead corpses there (including dead succubi), he will auto resurrect them (unless I'm getting Warlock logic wrong); and then I proceed to capture the undead. Could I convert them on a nearby Den of Inquiety?
I am almost certain that the answer is not. Yes, you would get a civ member, but he would still be undead, attacking your succubi.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: fucduck on June 09, 2014, 06:24:50 pm
Hmm. Time to make some science... I'll be right back with the answer myself. But my guess would be the same as yours, Meph. I don't think it would be even possible to even convert them without getting the converter killed.

Edited
Warlocks are usually Friendly, and the only one I managed to move into my fortress was torn to pieces. Failed miserably at capturing them. Maybe it is more viable to just make a succubus fortress near a necro tower and capture some zombies. That is, if the vanilla zombies and the Warlock zombies are the same thing.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 10, 2014, 01:02:04 am
Corruption does not work on not living or opposed to life creature. I think it does not even work on living warlocks as a result, which may be an issue.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 11, 2014, 04:51:40 am
Uploaded update 7.2. Main changes includes :
- Leather bodysuits, in upper and lower version. They replace chain mails if you found leathers and protect the whole upper and lower body.
- Magma well, because you did not have enough fiery fun yet.
- Nerfed kite shields to round shields. This is done to make space for the future defiler workshop.
- A working rendermax script.
- An updated orthus sprite.

Enjoy, download is in the first post or here (https://drive.google.com/file/d/0B8QFWS9tHkaaZWcxUm1VSU4tNGc/edit?usp=sharing). Otherwise you can wait for the next MWDF update.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Mithril Leaf on June 11, 2014, 06:52:33 am
Can Succubi produce oil at somewhere besides the screw press? I noticed there was a few requirements for it, and I couldn't press it from pig tails. I think it's the tentacle monster.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 11, 2014, 09:08:23 am
Yes, for tentacle monsters. Can you press quarry bush spawns, or mineral oil?

I have to check again I may have goofed up.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: fucduck on June 11, 2014, 09:54:37 am
Downloading and updating. I'll finally get to make my pentagrams illuminate some stuff haha.
Looking stylish as f*ck. Thanks for the fix <3.

By the way I've been wanting to ask you... The Lost Warband profile (the one I always use) lacks picks and axes. Is that proposital? I feel like I'm doing the wrong thing adding them to the embark item list. I've tried making some with bones too.
(Also, to MDF players the new update erases other profiles except for the succubi and dwarves)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 11, 2014, 10:34:54 am
Only embark profiles for playable races are active. So if you only have dwarves and succubi as playable in the GUI, you will only see the embark profiles for these two races.  :)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 11, 2014, 11:01:12 am
To get the embark profiles back, try disabling the races then enabling them again. Afterwards there is the issue of not having enough points depending of the world gen. I noticed that the meat it at the bottom of the list to depending of your setting you won't have food, I have to rearrange the profile so the vital stuff is at the top.

The lost warband may lack pick and axes if I messed it, otherwise you can make wooden training axes... I don't know how to make a pick out of nothing.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Mithril Leaf on June 11, 2014, 12:41:01 pm
Yes, for tentacle monsters. Can you press quarry bush spawns, or mineral oil?

I have to check again I may have goofed up.

I'll check with the new version, might have been an issue with the manual update on my side. I couldn't do any of that though.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: draeath on June 11, 2014, 04:42:40 pm
So... I have a (likely) lame question. The manual seems to be very much WIP and full of placeholders. Has anyone written up a basic 'getting started' for Succubi such that someone only familiar with dwarf gameplay could not fail horribly? My raw-reading skills are... well, about as sharp as an elf's wit. Thus, without someone writing something down I'm a bit lost.

(this extends to warlocks as well, which is nothing to do with you AFAIK :P)

Of course Boltgun I entirely understand you're busy, you know, actually making the species a thing and that documentation is secondary to that. No finger-pointing from over here :D
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: fucduck on June 11, 2014, 09:29:26 pm
@draeath

Pick the Lost Warband embark Profile. Add the following new items: 2 copper picks, 1 double sided axe and 2000+ Dirt. Add two orthi and three war tentacle monsters.

Build your fortress above ground with the dirt. And design all the evil horses to some pasture (the more dirt you get, more horses you'll start with). Water wells are preferable, but if there is no riber nearby, build a farm as usual. The only difference is that you'll be using shrooms to make oil. Milk the tentacle mons unless you want your entire fortress filled with cum. Oil and cum *cough* I mean tentacle milk is used to convert enemies. Build a stygian forge, transform your pitchfork into a stygian lance. And Wall your outpost. Remember to put cagetraps near the entrance. For food, build a butcher shop, a tanner, a well of souls and a summoning circle one next the other. Butcher horses, make leather ropes, summon orthus. Repeat the process, but butchering Orthi. Infinite Meat.
It is basically an easy mode. Expect to be attacked often.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 11, 2014, 09:32:40 pm
Quote
Butcher = Skin = Leather = Leather Rope... Rope = Chain

Boltgun, I guess Orthi can still be summoned easily. :D
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: fucduck on June 11, 2014, 10:11:40 pm
Quote
Butcher = Skin = Leather = Leather Rope... Rope = Chain

Boltgun, I guess Orthi can still be summoned easily. :D

There is still the Soul thing though. Hunting wild life could be a way of farming them, but sieges are the main source of souls. It is more fun though, because it add more custom buildings to the equation (temple of nightmares for summoning invader huzzah)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Mithril Leaf on June 11, 2014, 10:25:27 pm
Yes, for tentacle monsters. Can you press quarry bush spawns, or mineral oil?

I have to check again I may have goofed up.

I'll check with the new version, might have been an issue with the manual update on my side. I couldn't do any of that though.

Here's a screenshot of my Screw Press options.
Spoiler (click to show/hide)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 11, 2014, 10:41:19 pm
Boltgun, these are missing (I'll add them next update):

Code: [Select]
screw press
[PERMITTED_REACTION:COMPACT_PEAT_TO_FUEL]
[PERMITTED_REACTION:PRESS_COAL] => this one is silly, makes 1 diamond from 10 coke

[PERMITTED_REACTION:PRESS_OIL] => oil from plants
[PERMITTED_REACTION:PRESS_WATER] => water from some plants
[PERMITTED_REACTION:PRESS_PIG_TAIL]
[PERMITTED_REACTION:PRESS_BUSH_QUARRY]
[PERMITTED_REACTION:PRESS_ROOT_HIDE]
[PERMITTED_REACTION:PRESS_SHADOWLEAF_OIL]
[PERMITTED_REACTION:PRESS_BLOATED_TUBER]

[PERMITTED_REACTION:MAKE_PAPER] => presses wood logs to paper
[PERMITTED_REACTION:MAKE_SCRAPPAPER] => presses plywood to paper
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 12, 2014, 01:34:01 am
@draeath

Pick the Lost Warband embark Profile. Add the following new items: 2 copper picks, 1 double sided axe and 2000+ Dirt. Add two orthi and three war tentacle monsters.

Build your fortress above ground with the dirt. And design all the evil horses to some pasture (the more dirt you get, more horses you'll start with). Water wells are preferable, but if there is no riber nearby, build a farm as usual. The only difference is that you'll be using shrooms to make oil. Milk the tentacle mons unless you want your entire fortress filled with cum. Oil and cum *cough* I mean tentacle milk is used to convert enemies. Build a stygian forge, transform your pitchfork into a stygian lance. And Wall your outpost. Remember to put cagetraps near the entrance. For food, build a butcher shop, a tanner, a well of souls and a summoning circle one next the other. Butcher horses, make leather ropes, summon orthus. Repeat the process, but butchering Orthi. Infinite Meat.
It is basically an easy mode. Expect to be attacked often.

This sum it up, tricks that worked with dwarves also work here. The main difference is that you'll have a siege early so you better have at least the lady of pain training asap and add 2 sparring mates after the first migration wave. Outfitting them will be a priority. If you do it right, you can clear the siege before late spring and have a caravan.

Yes, you can still summon orthi with materials from a dead orthi, at least you should be able to summon only one at a time and not reach 300 dogs.

And good call on the press reaction, I was still at the vanilla process at this moment.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Mithril Leaf on June 12, 2014, 07:01:59 am
Oh yeah, by the by, my ASCII Succubi didn't have characters set. Tile characters.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 12, 2014, 07:04:42 am
Oh yeah, by the by, my ASCII Succubi didn't have characters set. Tile characters.
I am not sure what you mean by that? If you play without graphics, they have to use tiles... but obviously the vanilla DF ascii tileset has no succubi on it.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Mithril Leaf on June 12, 2014, 07:11:47 am
Oh yeah, by the by, my ASCII Succubi didn't have characters set. Tile characters.
I am not sure what you mean by that? If you play without graphics, they have to use tiles... but obviously the vanilla DF ascii tileset has no succubi on it.
I used the standard Masterwork ASCII tileset, as you do when you aren't a fan of real tilesets, with Character Sprites turned off. Everything else looked fine, but the succubi were just blank spaces. I could interact with them fine. I believe they should have an & icon by default when Character Sprites are turned off, no?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 12, 2014, 07:39:02 am
Well yes, but they would be a dwarf-icon. Or a letter. There is no succubi-icon in the set.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Mithril Leaf on June 12, 2014, 08:18:00 am
Well yes, but they would be a dwarf-icon. Or a letter. There is no succubi-icon in the set.

They clearly should have an icon of some sort. In my last screenshot, the corner between the two wagons just above the drowspider and below the feather tree contained a succubi.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 12, 2014, 08:24:29 am
It will be no problem to add a 'S' for succubi as a tile.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 12, 2014, 09:18:18 am
Oh yeah, by the by, my ASCII Succubi didn't have characters set. Tile characters.

There have been a bug in the previous version with the succubus tile and it seems to have been replaced by a blank space, I'll fix that asap.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Mithril Leaf on June 12, 2014, 09:27:07 am
It will be no problem to add a 'S' for succubi as a tile.

That will mess up my nethack succubi ASCII knowledge, but I suppose I'll be able to adjust  :P
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 12, 2014, 02:18:55 pm
Initially the succubi used the '&' symbol, in MWDF they use the first slot in the standard tileset and that does not translate well in others sets (as well as causing a few display issues).
Ideally I should be able to change the tile when a non default set is used.

Edit : Nevermind, this will be done for the next update.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 12, 2014, 02:46:14 pm
Ah, I understand now. Thats a good reason not to take tile:0. I will replace the golem tile, so you can remap this. In ascii it would be the 'i' with two dots on it. But I can make the tilenumber change when you use tileset, if thats easier. :)

Edit: Boltgun, here is the example syntax from creature:human
Code: [Select]
Mdf
YESMDF_GRAPHICS[CREATURE_TILE:'@']
Ascii
!NOASCII_GRAPHICS!CREATURE_TILE:'U']
Ironhand
!NOIRONHAND_GRAPHICS!CREATURE_TILE:'U']
Obsidian
!NOOBSIDIAN_GRAPHICS!CREATURE_TILE:'U']
Phoebus
!NOPHOEBUS_GRAPHICS!CREATURE_TILE:'@']
Mayday
!NOMAYDAY_GRAPHICS!CREATURE_TILE:'@']

Just in case you want to pick the tile yourself. Be it 'S', the succubus tile '0' for the MDF set, or '&'.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 12, 2014, 03:45:15 pm
That's a good way to go, but we would have one case per tileset. Since mdf is the special case here perhaps we can use a MDF_GRAPHICS and a OTHER_GRAPHICS tag. That way it will not break if you add another set.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 12, 2014, 04:01:25 pm
No, just add one for MDF, and a default for all the others. Its way easier than rewriting the GUI for this.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 12, 2014, 04:26:53 pm
No, just add one for MDF, and a default for all the others. Its way easier than rewriting the GUI for this.

Alright then, I'm adding this.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 12, 2014, 04:33:17 pm
I wont be adding other sets, thats why. The ascii is used for quite a few sets... ;)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Darkren on June 14, 2014, 11:08:27 am
I've got a Den of Iniquity set up, but I don't seem to be able to run the Charm Prisoners reaction. Exactly what reagents need to be available?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: fucduck on June 14, 2014, 12:26:12 pm
Oil and Tentacle Monster's "milk". You get oil from pressing plump helmets. That's all you need as far as I remember. The prisoners need to be nearby too.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on June 14, 2014, 03:16:19 pm
Version 5.07, ASCII, Linux with dfhack compiled from the "develop" branch.  (I fixed curse.anon_4 and curse.anon_5 in all the places I could find.)

Code: [Select]
...l/src/MWDF/Dwarf Fortress/hack/scripts/naturalskills.lua:78: attempt to index field 'current_soul' (a nil value)
stack traceback:
...l/src/MWDF/Dwarf Fortress/hack/scripts/naturalskills.lua:78: in function 'hasSkill'
...l/src/MWDF/Dwarf Fortress/hack/scripts/naturalskills.lua:103: in function 'fixSkills'
...l/src/MWDF/Dwarf Fortress/hack/scripts/naturalskills.lua:56: in function 'naturalSkills'
...l/src/MWDF/Dwarf Fortress/hack/scripts/naturalskills.lua:115: in main chunk
(...tail calls...)
.../MWDF/Dwarf Fortress/hack/scripts/succubus/summoning.lua:81: in main chunk
(...tail calls...)
...WDF/Dwarf Fortress/hack/scripts/succubus/summon-hook.lua:99: in function <...WDF/Dwarf Fortress/hack/scripts/succubus/summon-hook.lua:85>
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 14, 2014, 03:48:41 pm
Version 5.07, ASCII, Linux with dfhack compiled from the "develop" branch.  (I fixed curse.anon_4 and curse.anon_5 in all the places I could find.)

  • Each piece of bone furniture made in the Bonecaver's Shop uses an entire stack of bones, regardless of stack size.
  • When a tentacle monster is summoned at the Summoning circle, it is missing the "Stray" and "(Tame)" bits.  It shows "Not Tame" under Owner on the z -> Animals screen, and attempting to assign it for war training puts the W on it, but it never gets trained.
  • A goblin caravan showed up, with two goblin merchants, each of which was leading a troll as a beast of burden.  Their wagons bypassed my site (I had no depot, and I was also locked up tight.)  When I built a depot and opened the bridge, the goblins went there, but they had no merchandise at all.
  • I have this error three times:
Code: [Select]
...l/src/MWDF/Dwarf Fortress/hack/scripts/naturalskills.lua:78: attempt to index field 'current_soul' (a nil value)
stack traceback:
...l/src/MWDF/Dwarf Fortress/hack/scripts/naturalskills.lua:78: in function 'hasSkill'
...l/src/MWDF/Dwarf Fortress/hack/scripts/naturalskills.lua:103: in function 'fixSkills'
...l/src/MWDF/Dwarf Fortress/hack/scripts/naturalskills.lua:56: in function 'naturalSkills'
...l/src/MWDF/Dwarf Fortress/hack/scripts/naturalskills.lua:115: in main chunk
(...tail calls...)
.../MWDF/Dwarf Fortress/hack/scripts/succubus/summoning.lua:81: in main chunk
(...tail calls...)
...WDF/Dwarf Fortress/hack/scripts/succubus/summon-hook.lua:99: in function <...WDF/Dwarf Fortress/hack/scripts/succubus/summon-hook.lua:85>
    I'll try to figure out what's triggering it.  (Maybe summoning an orthus, or a rat thing?)

To answer the bugs :
- That seems to be a problem with MWDF in general I think the bodies were fixed for that but we have to test it again.
- That's intended, you must cage the tentacle monster in a training area, chains and pastures may work too. This is only needed if you want to use it as a bodygard, otherwise they act peaceful. Be careful that if they lose their training, they will turn on their owner.
- That's a bug with the recent pet changes. Perhaps we have to rollback those.
- I'll look into it while summoning rat things or orthi.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on June 14, 2014, 05:49:03 pm
The Lua error is showing up when I summon an orthus, definitely.

The one that I just summoned has Skilled Biter and Competent Dodger.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 14, 2014, 05:58:39 pm
the bone stack thing is unfixable, but the creatures in the mod should give many smaller stacks of bones.

I forgot to check goblin traders...d'oh. I'll fix it.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on June 14, 2014, 06:43:47 pm
I forgot to check goblin traders...d'oh. I'll fix it.

The second goblin caravan showed up with merchandise.  Maybe because they had wagons (and my depot was accessible at the time they arrived).

Unrelated: I have shorn a basilisk and now I have a "Stray Lesser Basilisk horn basiliskine".  It weighs 9 and has a value of 0.  But I'm unable to request the "Make basiliskine bars (use horn)" job at the Smelter (it's red and says I need a "BASILISKINE body part").  I know there are weird vanilla DF issues with Smelter jobs sometimes, so I tried queueing it up through the Manager.  But it still fails: "Gaveles Axoralmeulith, Machine operator cancels Make basiliskine bars (use horn): Needs BASILISKINE body part."
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: kamikazi1231 on June 14, 2014, 09:53:49 pm
I forgot to check goblin traders...d'oh. I'll fix it.

The second goblin caravan showed up with merchandise.  Maybe because they had wagons (and my depot was accessible at the time they arrived).

Unrelated: I have shorn a basilisk and now I have a "Stray Lesser Basilisk horn basiliskine".  It weighs 9 and has a value of 0.  But I'm unable to request the "Make basiliskine bars (use horn)" job at the Smelter (it's red and says I need a "BASILISKINE body part").  I know there are weird vanilla DF issues with Smelter jobs sometimes, so I tried queueing it up through the Manager.  But it still fails: "Gaveles Axoralmeulith, Machine operator cancels Make basiliskine bars (use horn): Needs BASILISKINE body part."

Check out the burrow bug in the manual just in case it's that.  It could also be an issue with bins if the part is being stored in a bin somewhere.  Maybe try a stockpile with no bins allowed that accept that part then get rid of the ability to store it at the main stockpile.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on June 14, 2014, 10:16:20 pm
There's not a single bin in my entire fortress at the moment.  I tried first with the basilisk-thing sitting in the farmer's workshop where it was produced.  When that didn't work, I quantum-dumped it to the ore stockpile right next to the smelter, and reclaimed it.  And then I tried the Manager trick.

I don't have "main stockpiles".  I'm not even sure which stockpile category the basilisk-thing would go into -- refuse, perhaps?  My only refuse stockpile is one that takes vermin remains only.

Unrelated #2: when goblin wagons leave with their caged creatures, I get "A kidnapper made off with the Brook Troll!" etc.  One purple announcement for each caged creature I didn't buy.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 15, 2014, 03:43:10 am
Ah dammit, there is a typo in the metal's class. That will be fixed for the next update.

If you wish to fix it right now, you can open the raw/object/inorganic_metal.txt in your save folder and search for BASILIKINE, replace it for BASILISKINE (with the added S).

For the kidnapper message, it cannot be fixed but it has no other effect besides spam.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Blightedmarsh on June 15, 2014, 10:43:48 am
I can't turn wood into coke at the smelter; doesn't seem to be an option for me. Without peat, coal or magma I can't smelt or forge. Otther than that I am enjoying the mod (though I have still to get to grips with it fully).
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 15, 2014, 10:45:50 am
Quote
I can't turn wood into coke at the smelter
wood oven much? :P
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on June 15, 2014, 12:35:23 pm
"Forge stygian bronze blade-whip" does not work.  What it does instead is:
I successfully made a stygian bronze recurve bow, so it's something about the blade-whip specifically.

Quote
I can't turn wood into coke at the smelter
wood oven much? :P

What's a wood oven?   There's a wood furnace, and a brick oven, ....
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on June 15, 2014, 09:11:18 pm
I got this Lua error.  I don't think it's coming from Succubus scripts, but I'm not sure where it's coming from, and this is a Succubus Fortress (Pleasure Palace?), so here goes:
Code: [Select]
...MWDF/Dwarf Fortress/hack/scripts/projectileExpansion.lua:184: Cannot write field (global).spawnFlow(): number expected.
stack traceback:
[C]: in function 'spawnFlow'
...MWDF/Dwarf Fortress/hack/scripts/projectileExpansion.lua:184: in function <...MWDF/Dwarf Fortress/hack/scripts/projectileExpansion.lua:169>

I've got my Succubi locked up in their fortress, with besieging dwarves outside, running around killing the last stragglers of goblin & orcish merchants, with random undead showing up here and there.

I suspect this is the exchange that triggered the error:
Code: [Select]
The Rockmage Axedwarf stares with obsidian eyes at her foe!
The Snaga Merchant is petrified and cant move!
The Rockmage Axedwarf throws up a cloud of dust!
The spinning dust strikes The Snaga Merchant in the right cheek, bruising it through the ({large cotton fiber shirt})!

But it might have been some other exchange.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 16, 2014, 01:01:21 am
The stygian bronze bladewhip is a standard DF reaction (metal weapon). It is available if you don't have the reagents and should work normally. If you are sure that it did take one fuel only and did not produce the weapon we might hit a df bug. In that case I can use the save to try and see what happened.

If you did not create shards at the soul forge, the error must be coming from the siegers outside.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on June 16, 2014, 10:24:14 am
The stygian bronze bladewhip is a standard DF reaction (metal weapon). It is available if you don't have the reagents and should work normally. If you are sure that it did take one fuel only and did not produce the weapon we might hit a df bug. In that case I can use the save to try and see what happened.

Here's a save with a stygian bronze blade-whip queued up at a magma forge: http://wooledge.org/~greg/df/stygian-blade-whip.rar

The magma forge is hotkeyed to F8.  The succubus who has accepted the job is currently on the surface, so it'll take a little bit of time for her to walk down.  There are some invaders shooting at us, but you can ignore those unless you run across another error.

When I let it play out, she walks down to the magma forge, sits there for a while with no materials at all, then walks away.  Her Weaponsmithing skill is a bit rusty, and becomes unrusty after the job finishes, so she is definitely getting skill credit for it.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 17, 2014, 02:14:26 am
I tested your save and I think you just hit a vanilla DF bug.

It seems that the forge tries to create a weapon but without the metal bar. Perhaps the assigned bar was lost or destroyed but the game did not cancel the job or select another item.

After the failed reaction I could see a message 'Milith soldier cancels pickup equipment : type mismatch'. Queuing another stygian bronze blade whip works as intended, providing a weapon.

Gathering the bug reports, it seems that the forge reaction is made of old code so I would not surprised if old bugs persist inside.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 17, 2014, 09:17:46 pm
Quote
I can't turn wood into coke at the smelter
wood oven much? :P

What's a wood oven?   There's a wood furnace, and a brick oven, ....
There is no wood furnace. That buildings exists in vanilla, but not in MDF.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 18, 2014, 02:53:29 am
Quote
I can't turn wood into coke at the smelter
wood oven much? :P

What's a wood oven?   There's a wood furnace, and a brick oven, ....
There is no wood furnace. That buildings exists in vanilla, but not in MDF.

The classic 'make charcoal' reaction is available in the wood oven/furnace. There is only one wood thingie in the furnace menu. That's inefficient but being wasteful is fun.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on June 18, 2014, 09:40:01 am
There is no wood furnace. That buildings exists in vanilla, but not in MDF.

Here are the furnaces that my Succubi have available in 5.07:
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on June 18, 2014, 09:51:26 am
After the failed reaction I could see a message 'Milith soldier cancels pickup equipment : type mismatch'. Queuing another stygian bronze blade whip works as intended, providing a weapon.

Gathering the bug reports, it seems that the forge reaction is made of old code so I would not surprised if old bugs persist inside.

I cannot get it to work at all.  Starting from that same save, I toggled on the civilian alert (to stop the bowsuccubi from going back up on the western wall and being shot at), and queued up a second stygian bronze blade-whip in the same magma workshop where the first one was due to be created.  I waited, and the first non-bar job was completed, and the second was begun immediately, also with no bar.  I waited for that to finish, then queued up a third stygian bronze blade-whip in the second magma forge, and that one ALSO was begun without a bar.  While that was going on I queued up a stygian bronze duel sword job in the first magma forge, and that one was started WITH a bar.  When it finished I had a +stygian bronze duel sword+ (weight 1, value 1170).

I tried queueing up an iron blade-whip, and that job was also started without a bar.

Every weapon that I have tried to create has worked except blade-whips.  They fail every time.

Maybe this is something that only works in Windows, and not in Linux.  But it's incredibly strange that it is so consistent and so isolated to this one type of weapon.  A broader vanilla DF bug with weaponsmithing would have been noticed long ago, one would think.

====================

Looking at the raws, [NAME:blade-whip:blade-whips] appears to be missing a [MATERIAL_SIZE:x] tag, which the other weapons have.  Maybe the Windows version fills in some default value here, which the Linux version does not?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 18, 2014, 11:01:32 am
I'll test it on linux when I get the chance. This is likely this, because DF use the material size to figure how much bars to use.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 18, 2014, 11:53:11 am
Greycat: You are not playing the download I offer, are you? The official windows version.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on June 18, 2014, 12:02:42 pm
I am using the Windows .7z download, on top of which I extract Toady One's Dwarf Fortress for Linux (0.34.11) and then DFhack which I compiled myself.

What I did not do was apply the "template.lng" changes to the Dwarf Fortress executable program.  (That seems just a touch dodgy at the moment.)  So, if there are any skill name or workshop name changes that were achieved by binary-editing the Windows Dwarf Fortress executable program, I won't have those.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 18, 2014, 12:04:26 pm
And thats the reason why you do have a wood furnace. ;)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 18, 2014, 12:47:43 pm
Okay on linux the stygian blade whip bug happens, and adding material size fix that. Not for the already queued job, but the next ones behave like it does on windows, producing weapons as it should.

This will be fixed in the next version.

Edit  : Wood furnace and wood oven are the same.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 19, 2014, 07:21:09 pm
Found a tiny bug:

Code: [Select]

[REACTION:FLOAT_CLEAR_WINDOW]
[NAME:Pour clear glass windows(6)]
[BUILDING:GLASS_FLOAT:CUSTOM_W]
[REAGENT:2:1:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:6:WINDOW:NONE:GLASS_GREEN:NONE]
[FUEL]
[SKILL:GLASSMAKER]

[REACTION:FLOAT_CLEAR_BLOCKS]
[NAME:Pour clear glass blocks(6)]
[BUILDING:GLASS_FLOAT:CUSTOM_B]
[REAGENT:2:1:ROUGH:NONE:GLASS_CLEAR:NONE]
[PRODUCT:100:6:BLOCKS:NONE:GLASS_GREEN:NONE]
[FUEL]
[SKILL:GLASSMAKER]

Says its clear glass, make green glass. I fixed it for the next release. :)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on June 21, 2014, 01:35:51 pm
Ran into some more dfhack script temporary field names.  And I think I managed to cause a loyalty cascade.  I'm not sure whether the two are related....

Code: [Select]
...al/src/MWDF/Dwarf Fortress/hack/scripts/addsyndrome2.lua:29: Cannot write field unit_syndrome.unk1: not found.
stack traceback:
[C]: in function '__newindex'
...al/src/MWDF/Dwarf Fortress/hack/scripts/addsyndrome2.lua:29: in function 'assignSyndrome'
...al/src/MWDF/Dwarf Fortress/hack/scripts/addsyndrome2.lua:48: in function 'effect'
...al/src/MWDF/Dwarf Fortress/hack/scripts/addsyndrome2.lua:55: in main chunk
(...tail calls...)
...rc/MWDF/Dwarf Fortress/hack/scripts/succubus/berserk.lua:67: in main chunk
(...tail calls...)
...al/src/MWDF/Dwarf Fortress/hack/scripts/fovcommand11.lua:109: in main chunk
(...tail calls...)

OK, that one's easy to find (unk1 -> wound_id), so I fixed that, then let the game continue to run.  Looks like it was triggered when I had one of my Succubi learn the berserk rage thing, and then she tried to use it.

After a little while, everything was fighting.  It was horrible.  There are dead animals and Succubi all over.

Then I got a whole bunch of these:

Code: [Select]
...al/src/MWDF/Dwarf Fortress/hack/scripts/addsyndrome2.lua:33: Cannot write field unit_syndrome.T_symptoms.unk1: not found.
stack traceback:
[C]: in function '__newindex'
...al/src/MWDF/Dwarf Fortress/hack/scripts/addsyndrome2.lua:33: in function 'assignSyndrome'
...al/src/MWDF/Dwarf Fortress/hack/scripts/addsyndrome2.lua:48: in function 'effect'
...al/src/MWDF/Dwarf Fortress/hack/scripts/addsyndrome2.lua:55: in main chunk
(...tail calls...)
...rc/MWDF/Dwarf Fortress/hack/scripts/succubus/berserk.lua:67: in main chunk
(...tail calls...)
...al/src/MWDF/Dwarf Fortress/hack/scripts/fovcommand11.lua:109: in main chunk
(...tail calls...)

Moral of the story: continue banging head against git until I find out how to get the old version of the code back so I can find the unk1 and unk2 fields, then never learn berserk rage again. :(

Update: unk1 and unk2 inside unit_syndrome.T_symptoms (addsyndrome2.lua lines 33-34) are "quantity" and "delay" respectively.

Update 2: now I get:
Code: [Select]
...al/src/MWDF/Dwarf Fortress/hack/scripts/addsyndrome2.lua:35: Cannot write field unit_syndrome.T_symptoms.flags: complex object.
stack traceback:
[C]: in function '__newindex'
...al/src/MWDF/Dwarf Fortress/hack/scripts/addsyndrome2.lua:35: in function 'assignSyndrome'
...al/src/MWDF/Dwarf Fortress/hack/scripts/addsyndrome2.lua:48: in function 'effect'
...al/src/MWDF/Dwarf Fortress/hack/scripts/addsyndrome2.lua:55: in main chunk
(...tail calls...)
...rc/MWDF/Dwarf Fortress/hack/scripts/succubus/berserk.lua:67: in main chunk
(...tail calls...)
...al/src/MWDF/Dwarf Fortress/hack/scripts/fovcommand11.lua:109: in main chunk
(...tail calls...)

Annnnd, changing sympt.flags to sympt.flags.whole seems to have fixed that one.  Or at least, I was able to let the game run for a while (more and more Succubi dying) without any further DFhack errors.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 21, 2014, 09:16:17 pm
CRAZED on civ members leads to loyality cascades. You need to use OPPOSED_TO_LIFE to avoid that.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 22, 2014, 03:32:35 am
The problem is that berserk does not add crazed at any time. Sow discord is the only place when I use CRAZED, and I just removed it. Did you run this reaction too?
I ported your bugfixes in the script and will test it again.

Edit : I got it, it is because you compiled dfhack from the master branch, while the windows build of MWDF uses r4. Several unk values has been identified since that release. If you have a backup, perhaps you can try using berserk rage again with the fixed addsyndrome.

I added an update (download link (https://drive.google.com/file/d/0B8QFWS9tHkaaZWcxUm1VSU4tNGc/edit?usp=sharing)) including the bug fixes we previously talked about and more manual content. The succubus are also vulnerable to black lung again, except for corrupted dwarves. Summoning orthi is once again slightly harder.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on June 22, 2014, 08:45:37 am
Rat-things are weird.  If I embark with some, they have names, but I can slaughter them.  But then I can't use their slaughtered body-bits for anything.  Their meat is called "meat" but it doesn't show up in the kitchen screen, and doesn't get stockpiled in the food stockpile.  Their skull has their name on it, but can't be turned into a totem.  Their skin is called "skin" but can't be tanned into leather; their soul is called "soul" but can't be used in the Summoning Circle; etc.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 22, 2014, 09:03:53 am
Rat-things are weird.  If I embark with some, they have names, but I can slaughter them.  But then I can't use their slaughtered body-bits for anything.  Their meat is called "meat" but it doesn't show up in the kitchen screen, and doesn't get stockpiled in the food stockpile.  Their skull has their name on it, but can't be turned into a totem.  Their skin is called "skin" but can't be tanned into leather; their soul is called "soul" but can't be used in the Summoning Circle; etc.

I probably have to remove their intelligence tags then. This is not a problem when those are summoned.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on June 22, 2014, 10:23:31 am
Is it intended that there is no chair or throne option in the Gemcutter's Shop?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 22, 2014, 11:59:44 am
Is it intended that there is no chair or throne option in the Gemcutter's Shop?

I have removed a few options, that must have been one too much.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 24, 2014, 10:39:53 am
I am updating my copy with the 5.08 tweaks, siege calling and prisoner corruption requires an update.

There is a problem with the  next reactions I wanted to add. Siegers leave a lot of defensive upgrades for your military and the idea is that you increase the quality of breastplates, shields and greaves you pick, and get rid of their original decorations.

The problem is that I now have reaction that as the same reagent as the product. And the worker may reuse one freshly upgraded armor instead of looking for a low quality one. Perhaps I can duplicate the items I want to upgrade into their own raws, but that would not go in the direction of simplification we are trying to achieve.

Another problem is that the military is likely to claim steel items first and leave you with only copper plate to defile but this can be handled through military uniforms.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 24, 2014, 10:47:49 am
Can your upgrade/increase quality reaction not also decorate the item, and only allow undecorated items as reagents? This means you can improve each item once.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 24, 2014, 11:00:24 am
Can your upgrade/increase quality reaction not also decorate the item, and only allow undecorated items as reagents? This means you can improve each item once.

I'll try that, I don't know if you can decorate a product but if you can't, I'll be using the upgrade script instead.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 24, 2014, 11:34:16 am
You can decorate a reagent. Not a product.

PS: My worldgen just ended after 250 years in "The Succubus Age"  8)

Edit: Hey, I did change the research for dwarves a while ago. not much, but the gem/rock/glass forge no longer requires research, because I thought that dwarves should be naturally good smiths.

Not sure what you want to do with these reaction:
Code: [Select]
[REACTION:FOOCCUBUS_DEMONIC_ATTORNEY_PLAN_GEMFORGE]
[NAME:Buy Gemforge plans for 3 souls]
[BUILDING:DEMONIC_ATTORNEY_FOOCCUBUS:CUSTOM_G]
[REAGENT:A:1:NONE:NONE:NONE:NONE][REACTION_CLASS:SOUL]
[REAGENT:A:1:NONE:NONE:NONE:NONE][REACTION_CLASS:SOUL]
[REAGENT:A:1:NONE:NONE:NONE:NONE][REACTION_CLASS:SOUL]
[PRODUCT:100:1:TOOL:ITEM_TOOL_RESEARCH_GEMFORGE_DISCOVERY:NONE:NONE]
[SKILL:NEGOTIATION]

[REACTION:FOOCCUBUS_DEMONIC_ATTORNEY_PLAN_GLASSFORGE]
[NAME:Buy Glassforge plans for 3 souls]
[BUILDING:DEMONIC_ATTORNEY_FOOCCUBUS:CUSTOM_SHIFT_G]
[REAGENT:A:1:NONE:NONE:NONE:NONE][REACTION_CLASS:SOUL]
[REAGENT:A:1:NONE:NONE:NONE:NONE][REACTION_CLASS:SOUL]
[REAGENT:A:1:NONE:NONE:NONE:NONE][REACTION_CLASS:SOUL]
[PRODUCT:100:1:TOOL:ITEM_TOOL_RESEARCH_GLASSFORGE_DISCOVERY:NONE:NONE]
[SKILL:NEGOTIATION]
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on June 25, 2014, 08:30:20 am
I added an update (download link (https://drive.google.com/file/d/0B8QFWS9tHkaaZWcxUm1VSU4tNGc/edit?usp=sharing)) including the bug fixes we previously talked about and more manual content. The succubus are also vulnerable to black lung again, except for corrupted dwarves. Summoning orthi is once again slightly harder.

Did these changes go into 5.09?  I didn't see any Succubus changes mentioned in the update log.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 25, 2014, 08:43:37 am
No, Boltgun mentioned that he wanted to do another update soon, so I wanted to wait. I made lots of changes on the inorganics, it would be pointless to merge it twice. I wait for him to finish his next update, and add it then. :)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 26, 2014, 02:07:36 am
Adding an improvement reaction causes world gen to crash. Plus it needs some scripting work too, as I'd like something reusable like summoning. So I guess I'll push back defiling armor for a future update.

I'll update the siege calling and prisoner corruption with the new setup and add the heating the forges we talked about earlier instead. Hoping to get the update in 5.10.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 26, 2014, 03:56:11 am
Did you have a look at SPATTER_ADD or Roses upgradeitem script? OR imbue? It sounds pretty good for what you are trying to do, especially imbue.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 26, 2014, 04:25:48 am
improveItem is useful, I need to add a way to use the worker's skill.

In addition I want to adjust the size to the fort's race, I'll have to do that part myself.

Edit : Worked on heating the forge. It turns out I cannot make custom fuel. So that will produce 1-3 coal. I need to adjust the attached syndrome that tire the worker, auto_syndrome does not seem to apply it.

And I confirm, there is peat and anthracite reactions in the smelter. So it will be included in the next update.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 26, 2014, 02:49:47 pm
Heating the forges is working now. For some reason drowsiness is not working through autosyndrome so I had to resort to an old fashioned gas, it does the job.

I also updated corruption for the new civs setups. I added fort defense races, new invaders and adjusted all the caste targeting for their gender. Calling a siege is also updated to call all non slaver entities, I kept fortress defense out of this one.

I am burying the idea of making gender targeted interactions outside of this. This is quite some work to target all the variations of dwarves, gnomes, kobold, warlock and orcs. Plus I am sure I will have to do it again should new castes appear. I'll only make gender attacks if we get an AFFECTED_GENDER tag. Until then, the succubi will swing both ways.

Edit :

☼UPDATE TIME☼

Version 7.4 brings a couple of bugfixes but most important an update in the callsiege and corruption setting. You can now capture and turn most of the races, including the fortress defenses ones, and call upon enemies that does not belong to slaver civs.

Also, in the event that your lack fuel and magma. A succubus can now use her powers to heat a stone and provide enough energy to keep forging. This is however a very draining effort and she will crash into bed afterwards. This can be done in most, non magma, fuel consuming buildings like the smelter or the temple of fire.

Changelog
Spoiler (click to show/hide)

Dowload link (https://drive.google.com/file/d/0B8QFWS9tHkaaZWcxUm1VSU4tNGc/edit?usp=sharing)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Nelia Hawk on June 26, 2014, 09:38:16 pm
not realy sure where to throw this "bug" in (succubus topic or some version 5.09 one) but i noticed it in the descriptions of the succubi in the embark preparation screen.

apparently the v5.09 storage sorting tabs can be used as "likes xyz" etc in the descriptions. i.e. likes ########GEMS########
Spoiler (click to show/hide)

edit:
oh did copy over the "new succubus update" one post above into the 5.09 version.

editedit:
and "slag" weapons apparently cost nothing at embark.
Spoiler (click to show/hide)

slag and etherial bars also cost 0.

more edit:
while i am at bugs... there is apparently a stone type called "spawn a creature" as i see "spawn a creature pebbles" "spawn a creature boulders" "rough-hewn spawn a creature" ... also "calcareous ooze walls" (the ooze might be intended as soil/dirt type?).

maybe the "empty" stone files in the raws are causing it?
Spoiler (click to show/hide)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 26, 2014, 11:29:18 pm
Nelia Hawk, did you copy a new version over an old? Could you please check your errorlog for the word DUPLICATE ?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Nelia Hawk on June 27, 2014, 12:43:30 am
errorlog:
Spoiler (click to show/hide)

i had version 5.05 some days ago and just deleted the whole folder and unpacked the new 5.09... so i dont think i mixed them together.

but i did download the "new succubus update" a few posts above and threw that into the 5.09 version... i guess that messed something up then. the changes in 5.09 probably didnt work with the succubus update yet or the other way around :D

i guess the etherial and slade duplicates caused the 0 points at embark and the warpstone_solid is probably why most of my 1st cavern is made of stable warpstone ?

i probably should just start a new fresh 5.09 without the succubus update for now.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 27, 2014, 12:51:18 am
It seems that a few inorganics have been moved in 5.09 and I missed that, leaving mine in my own files. I'll fix that asap if Mephs does not first.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 27, 2014, 12:52:57 am
Quote
but i did download the "new succubus update" a few posts above and threw that into the 5.09 version... i guess that messed something up then. the changes in 5.09 probably didnt work with the succubus update yet or the other way around :D

Yes, because of the stockpile cleanup the position of many inorganics has changed.

Boltgun, no worries, you dont have to do any extra work, I will sort your update today/tomorrow and make a new release with it. As you can see in the errorlog, the position of these changed:

Code: [Select]
Duplicate Object: inorganic WARPSTONE_SOLID
Duplicate Object: inorganic ANTHRACITE_DUST
Duplicate Object: inorganic COAL_BITUMINOUS_DUST
Duplicate Object: inorganic LIGNITE_DUST
Duplicate Object: inorganic GAS_NECROSIS
Duplicate Object: inorganic GAS_PAIN
Duplicate Object: inorganic EMPYREAN
Duplicate Object: inorganic ETHEREAL
Duplicate Object: inorganic GLASS_CRYSTAL_WAR
Duplicate Object: inorganic GLASS_CLEAR_WAR
Duplicate Object: inorganic GLASS_GREEN_WAR
Duplicate Object: inorganic SLADE
Duplicate Object: inorganic SOUL_GEM
For example the coals went into inorganic_fuel and the soul gem into inorganic_gem and so on.

Ninja'd by Boltgun :D
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 27, 2014, 01:18:30 am
Alright, I'll wait for the update then I'll review my copy.

By the way I solved my world gen crash for defiling reactions, so I'll get to it next week.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 27, 2014, 02:04:16 am
Nice. I saw it in the questions thread, an extra product fixed it... thats ironic, because I suggested using the spatter_add plugin instead, but that one may only have improvements, if you add any product to reactions using it, it will crash. Polar opposites, it seems.

I will try to get a test release of humans together this evening and will add your Succubus update as well. And IndigoFenix Machine update. :)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on June 28, 2014, 03:41:41 pm
Is there a way to tell which Succubi have already learned which "spells" from the Temple of sin?  (And maybe from the other Temples as well, though I haven't had a chance to play with all of them.)

"Grant fire immunity" transforms them into a totally different caste, with new text at the bottom of their z-Enter description, so that one's obvious.  But things like "Learn berserk rage" seem to be hard to keep track of.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 28, 2014, 03:48:05 pm
Yes, showunitsyndromes. A dfhack script that shows all active syndromes on a unit. you point on the succubi with 'k' and type it into dfhack.

Dwarf therapist should also list the active syndromes somewhere, but I cant say exactly in which menu.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 29, 2014, 03:07:39 am
Is there a way to tell which Succubi have already learned which "spells" from the Temple of sin?  (And maybe from the other Temples as well, though I haven't had a chance to play with all of them.)

"Grant fire immunity" transforms them into a totally different caste, with new text at the bottom of their z-Enter description, so that one's obvious.  But things like "Learn berserk rage" seem to be hard to keep track of.

An ingame version of show unit syndromes should be added at some point.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: omniclasm on June 29, 2014, 06:50:09 am
Been playing  Succubus fort since all of the latest updates.

Really love converting prisoners, such an awesome mechanic. However, I wish it was a bit deeper, especially with the fortress defense races. I know it would be a lot of work making every race unique, but it would add so much. Poison spit from corrupted Naga, material resistance skin on corrupted werewolf, swimming and vicious bites on corrupted frogmen, etc.

That said, should the corrupting affect everything? I can use it once and convert 20+ prisoners at once, seems a bit steep.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 29, 2014, 07:16:59 am
Yes, it does corrupt all the nearby prisonners at once. It's a lot of work to handle that much prisonners, freeing them then taking care of them so the reaction itself should be efficient.

More castes will be added in the future, many compatible default to the existing choises but eventually most of them will be unique.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: omniclasm on June 29, 2014, 07:41:58 am
edit:Nevermind, dumb idea.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on June 29, 2014, 09:35:56 am
The Smelter has the reaction to turn compact peat into fuel now, but the Screw Press is still missing the reaction to turn regular peat into compact peat.  Or is this reaction in a different building for Succubi?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 29, 2014, 10:25:49 am
You can still find compact peat naturally. But yes, the screw press should have this additional reaction.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on June 29, 2014, 01:08:56 pm
Well, the "Heat up the forges" reaction is actually quite good.  I was overestimating how tired it would make my Succubi.  Turns out it's not nearly as exhausting as I thought it would be. :)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: omniclasm on June 29, 2014, 08:16:54 pm
Shouldn't succubi be able to butcher sentients?

Oh, and Bloodwine seems like it would be a staple for demons as well, but I can't find a way to make it.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 30, 2014, 05:32:01 am
Suprisingly, no. The succubi does not butcher sentients, there's evil and there is downright savage (elves are savages, kill em). :P

I'll add bloodwine asap.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on June 30, 2014, 06:09:00 pm
Altar of nightmares and Pottery are both b w N.

Well of souls and Slag pit are both b e S.

Soul lantern (blue) and Metallurgist's forge are both b e i.

Brick oven and Magma brick oven are both b e V.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on June 30, 2014, 07:13:40 pm
I have some cotton fiber cloth bags, which I made in the Clothier's shop using standard vanilla a w b.  My Succubi refuse to move them to a Furniture stockpile set to accept "boxes and bags" of types plant cloth, leather, silk, yarn.  Confused, I made a whole new Furniture stockpile, blocked all types except "boxes and bags", left all materials open -- still nothing.  The bags just sit in the Clothier's shop, never having been moved since they were made.

I even made a whole new bag.  A (cotton fiber cloth) was used (from some caravan), and a -cotton fiber bag- was produced.  It, too, sits in the workshop.  I made a second bag, and they chose a (cotton fiber cloth) which happens to be dyed red (with carmine dye).  This one made a no-quality cotton fiber bag.  It also sits untouched in the Clothier's shop.

Finally I tried making a silk bag.  A (silk cloth) (red with carmine dye) was taken, producing a -silk bag-.  It sits there untouched.

I made some lavish meals, which freed up some bags that were in use to hold quarry bush leaves.  These bags got stockpiled.

What's the difference between the bags that are being stockpiled, and the ones that aren't?  No burrows have been created at all yet.  None of the bags are forbidden.  There are no pathing issues, since the Succubi can get to the Clothier's shop to make new bags.

=============

Well, damn.  That's embarrassing.  The difference is there is another stockpile somewhere out there taking from the Clothier's shop.  It's not even a Furniture stockpile.  It's a finished goods stockpile, taking clothes.

I added a "take from workshop" link to the Furniture stockpile, and now it's working.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on July 01, 2014, 02:55:47 am
Altar of nightmares and Pottery are both b w N.

Well of souls and Slag pit are both b e S.

Soul lantern (blue) and Metallurgist's forge are both b e i.

Brick oven and Magma brick oven are both b e V.

I'll fix that asap.

I stopped using stockpiles settings myself because it is too easy to break your industry with those. I wish we'd have something similar to the mechanics plugin.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on July 02, 2014, 07:10:38 am
I am back on defiling reactions. And almost nothing works. The improvement is not applied and quality does not raise. No pain no gain.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on July 02, 2014, 07:11:51 am
I am back on defiling reactions. And almost nothing works. The improvement is not applied and quality does not raise. No pain no gain.
What exactly are defiling reactions supposed to do? Maybe I can help.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on July 02, 2014, 08:28:05 am
I am back on defiling reactions. And almost nothing works. The improvement is not applied and quality does not raise. No pain no gain.
What exactly are defiling reactions supposed to do? Maybe I can help.

Raise the quality of foreign armor pieces, decorate them (so it cannot be reused) and make it succubus sized. I am using a modified version rose's script. The quality increase will be based on the worker's skill (a lvl 15 armorer will produce masterworks for sure).

I did not try sizing yet, but so far:
- base_improveitem does not seem to enter one loop when supposed to. I confirmed that it properly captured the reaction and selected the armor to work on, but it does not enter the quality editing block. I cannot tell why because it seemed simple.
- No decoration of the armor, I have never made an improvement reaction so I need to scratch some more.

This and summoning of masterwork creatures are the last parts to add before I consider the race out of alpha state. I'll resume the schedule as I did on vanilla after that.

Edit : Fixed the improveitem script, now it works and does not go beyond masterwork (which make the item revert into a broken basic quality). And somehow the one who improved into this quality gets credited for it.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: omniclasm on July 02, 2014, 01:00:05 pm
Sizing will be really easy, just change the maker race id to whatever the fort's race is and done.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on July 02, 2014, 01:28:44 pm
Sizing will be really easy, just change the maker race id to whatever the fort's race is and done.

Yep, just done that. It works, now I need to get improvement to work and it's set.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on July 02, 2014, 01:44:58 pm
Sounds good. :)

What is your next plan after that? I think being demon-themed, they should get something out of the HFS, or the slade that can be mined there. But that would be late-late game.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Blightedmarsh on July 02, 2014, 01:50:08 pm
what about mining hell for its daemons and souls? Corrupting them for your own ends
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Kiefatar on July 02, 2014, 02:51:31 pm
BTW, any way to get a second combat squad of Succubi? I'm fine with one big melee squad, but I'd like a range/bow squad too. I know infernal pitchforks can double as ranged, but still, I'd rather have the option to pull them out from their sisters.

Also... what are bladeshards? Ammo for the pitchforks?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on July 02, 2014, 03:48:37 pm
You should be able to assign battle guides on the noble menu and create new squads with them. Also yes bladeshard are pitchfork ammo, the best ones are done at the soul forge.

Plans after the next updates includes flesh shapping, more rituals ans making nobles à vital asset. There is more to add to evil biomedical and hfs too.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on July 02, 2014, 06:00:51 pm
You should be able to assign battle guides on the noble menu and create new squads with them.

Yes.  It works just like vanilla -- you create a new squad any time you want.  I personally don't use the Nobles screen for this.  I just make a squad in the military screen by pressing lower-case L (l) when I'm looking at the Lady of Pain's squad.  Whoever's assigned to the first slot in the new squad automatically becomes a Battle Guide.  But you can do it the other way around if you prefer.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Kiefatar on July 03, 2014, 08:48:08 am
Few things -

1. Bone crafts sometimes make 'Gems', but they serve no purpose and don't count as gems for the various other reactions.
2. Soul Well's gather from nearby corpses does not appear to work. After the first siege got smacked down hard by the merchant guards, I quickly built a soul well and stacked their bodies around it and set the reaction for repeat. At no point did I ever get souls.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on July 03, 2014, 09:15:19 am
Few things -

1. Bone crafts sometimes make 'Gems', but they serve no purpose and don't count as gems for the various other reactions.
2. Soul Well's gather from nearby corpses does not appear to work. After the first siege got smacked down hard by the merchant guards, I quickly built a soul well and stacked their bodies around it and set the reaction for repeat. At no point did I ever get souls.
1. impossible, the crafts reaction in the craftsman is hardcoded.
2. never run any dfhack using reactions on repeat, they dont work. Run them once (in that case perfectly fine, because all corpses will be made into souls in one go anyway)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on July 03, 2014, 09:17:36 am
What bone craft did you run? The normal craftman one?

I'll recheck the soul well. If repeat prevent it from working, I'll update the manual to remove that advice. In any case, can you try to queue it twice?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on July 03, 2014, 09:21:10 am
I use your soul well reaction for the dwarves, and it works. And there have been no changes on it since.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on July 03, 2014, 09:33:44 am
The Well of Souls works intermittently for me.  And when it does work, it's after a noticeable delay following the completion of the workshop task.  I've been queueing up just one try, and then if that fails (after waiting a few seconds to be sure), then I queue up another, until it works, or until it has failed enough times in a row to convince me that the things sitting by the workshop have no souls left in 'em.

I was unable to tell whether the intermittent result is because of low Alchemist (Witch? Sorcerer? whatever the hell it is) skill, or just random chance, or whether it's a bug or a feature.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on July 03, 2014, 09:36:52 am
It only accepts corpses, not bodyparts. Heads, legs, hands, feet and arms do not give souls, only upper-bodies do.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Kiefatar on July 03, 2014, 11:01:53 am
I was just running standard Craftsman, Bone, Bone Crafts and it made the standard selection of things, scabbards, figurines and ilk, as well as dozens of gems. They were valued much like the other crafts, so I'm not sure their point. Most of them were called spine gems, as if they were made from Spine bones...
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on July 03, 2014, 11:10:51 am
That sounds... odd. Not sure what would cause that. Crafts are hardcoded to 7 specific items, and gems are certainly not among them.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Kiefatar on July 03, 2014, 11:12:15 am
I don't think they were really 'gems' in that they didn't function as such. I couldn't use them to store souls from the soul well for example, but they had the name.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on July 03, 2014, 11:44:02 am
Boltgun, say isnt "Stygian Bronze Stygian Pitchfork" a bit odd?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Arcvasti on July 03, 2014, 12:05:03 pm
Boltgun, say isnt "Stygian Bronze Stygian Pitchfork" a bit odd?

The name so nice, you say it twice!
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on July 03, 2014, 12:10:43 pm
Boltgun, say isnt "Stygian Bronze Stygian Pitchfork" a bit odd?

Not at all, it's perfectly fine. (okay I might rename that)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on July 03, 2014, 12:31:42 pm
Styx Pitchfork would be fine. ;)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: draeath on July 03, 2014, 01:10:34 pm
Hmm, kind of like "Bandit Bandit" bandits!
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on July 04, 2014, 02:38:52 am
Styx pitchfork it is then. I am adding new summon too for MDF creatures, the hard part there is to think of challenging reagents.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on July 04, 2014, 04:23:19 am
Orichalcum, if you want to limit it a bit.
Adamantine, if you want to limit it a lot. ;)

Biome-restricted or cavern-restricted plants are always good as well. You can only summon Y, if you have been to cavern 2, you can only summon X if you have been to cavern 3...

Or make it a magma-only reaction. Technology that you can only use with magma as powersource, which doesnt work with fuel at all. Would fit the demon-theme quite well, maybe some sort of fire-altar/temple that create fireimps and the like?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Firehawk45 on July 04, 2014, 05:53:52 am
That sounds... odd. Not sure what would cause that. Crafts are hardcoded to 7 specific items, and gems are certainly not among them.

There is a type of bone that doesnt get made into crafts, but rather gems. It still uses the "make bone crafts" reaction, but it doesnt take bones and it doesnt produce crafts, only those gems.

I do remember them in my orc fort, and my dwarven forts had them on occasion, but I cant remember which creature i butchered for them.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on July 04, 2014, 06:16:36 am
It would certainly help to know the creatures name. Not the boulder crabs maybe?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: BlackFlyme on July 04, 2014, 06:49:45 am
The creature's bones may be considered gems or be made of gems. Gems return large gems when put into a reaction that creates random crafts for some reason.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Firehawk45 on July 04, 2014, 08:19:12 am
No, not the boulder crabs, but I remember the bonecarver bringing "(some creatures) spine [number]" to the craftsdwarfs shop. So the spine of some creatures are considered gems? But its not the whole bone count, just specific parts.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on July 04, 2014, 08:03:23 pm
What's the difference between a "pain arrow" and a "pain bladeshard"?  I appear to have both.  The last two times I ran the "Make pain shards" reaction in the Soul Forge (just now), I got "pain arrows" instead of bladeshards.

I also wish I had known that explosive bladeshards would murder my own pets. :-/  I'm definitely not making any more of those.

Edited: in the raws, the "Make pain shards" reaction does not have :ITEM_AMMO_SPELL_SHARD: like the other two shard reactions do.  Bug?  Or intended?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on July 05, 2014, 01:52:53 am
What's the difference between a "pain arrow" and a "pain bladeshard"?  I appear to have both.  The last two times I ran the "Make pain shards" reaction in the Soul Forge (just now), I got "pain arrows" instead of bladeshards.

I also wish I had known that explosive bladeshards would murder my own pets. :-/  I'm definitely not making any more of those.

Edited: in the raws, the "Make pain shards" reaction does not have :ITEM_AMMO_SPELL_SHARD: like the other two shard reactions do.  Bug?  Or intended?

It's a bug, the arrow will still explode, when fired with a bow. But this will be fixed.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on July 05, 2014, 12:19:08 pm
In hack/scripts/succubus/reaction-hook.lua, the arguments to succubus/influence are switched around in some cases:

Code: [Select]
--- reaction-hook.lua.bak 2014-07-05 13:18:27.325228478 -0400
+++ reaction-hook.lua 2014-07-05 13:19:04.693787342 -0400
@@ -158,7 +158,7 @@
  -- greed
  elseif reaction.code == 'LUA_HOOK_WEATHER_RAIN' then
  dfhack.run_script('weather', 'rain')
- dfhack.run_script('succubus/influence', unit.id, 'greed')
+ dfhack.run_script('succubus/influence', 'greed', unit.id)
 
  -- sloth
  elseif reaction.code == 'LUA_HOOK_PROTECTIVE_TENTACLES' then
@@ -178,8 +178,8 @@
  dfhack.run_script('succubus/influence', 'envy',unit.id)
  elseif reaction.code == 'LUA_HOOK_CALL_SIEGE' then
  dfhack.run_script('succubus/callsiege', 100)
- dfhack.run_script('succubus/influence', unit.id, 'envy')
+ dfhack.run_script('succubus/influence', 'envy', unit.id)
  end
 end
 
-print('Succubus reaction hook activated')
\ No newline at end of file
+print('Succubus reaction hook activated')
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Kiefatar on July 06, 2014, 08:17:37 am
So how do I get my succubi to train bows? They refuse to use the archery targets, like the Dwarfs of a few versions ago. Not sure if the bug was ever really fixed.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: zach123b on July 06, 2014, 10:56:27 am
i don't understand archery targets that much so... i just have them in a military squad and attack any creatures or practice on chained invaders
not a fix but they learn fast :P
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on July 07, 2014, 01:28:58 am
The archery training bug affect all the races.

So far I managed to get training by :
- Building targets, each one designated as an archery range (one that cover multiple targets will not work).
- Designating the ranges to the squad and making sure the shooting direction is good.
- Building and designating a regular training place, like the melee squads have.
- Making sure the squad have the right ammo to train with (ie bone and wooden for training, metal for combat, no shards)
- Putting the squad on duty.

They should fire at targets and, if impossible, go to the barracks for melee training.

Another solution that floats on the forums is to build and designate targets, then put the squad off duty with no job.

Greycat : Weather rain has been removed but I included the second bugfix, thanks.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: misiekm on July 07, 2014, 03:50:16 am
One thing that always helped me with the archery training was: build the barracks right next to the Archery Ranges, and make sure its' area overlaps with them. My dwarves seem to train archery quite often this way.

Oh, and I was under the impression that it's better to designate all types of bolts for both training and combat, from what I've read (I believe they won't, for example, switch the bolts they have in the quiver, so you're stuck with one type until they run out).
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on July 07, 2014, 03:56:36 am
What I did was to assign smaller quantities of each. Like 75 bolts for combat and 25 for training. That way they always have space in their quiver.

edit : In another news I added several new summons, most involve fire in a way of another, or obsidian. A massive amount of obsidian in a fist form.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Palpatine on July 07, 2014, 08:33:57 pm
Edit:  NVM about my original question if you saw it, I did things in a bad order which generated a minor glitch.

Looking forward to trying out the mod, thanks Boltgun and Meph. :D
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on July 08, 2014, 01:04:07 am
You're welcome.  :D

Now that DF2014 is out I will port back the mod to vanilla and prepare the civ for the next version. I'll still include bugfixes as needed and I'll keep writing the manual.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: lwCoyote on July 12, 2014, 08:06:50 pm
Ran into something in Succubus Fortress and I'm not quite sure what to make of it...

Went to build a Slag Pit.. the listed hotkey is shift-S.. when I actually pressed shift-S it wanted to build a Well of Souls.. looking at the furnaces menu closer, both apepar to have shift-s listed as their hotkey. Went into the raws though (building_foocubus) and well of souls (foocubus_soul_forge?) is listed as shift-u, but that doesn't actually work in-game.

At any rate, I'm going to try and change the hotkey for the slag pit to shift-p, which doesnt appear to be used on the furnace menu (based on my actually pressing shift-p while on the furnace menu).. see if that works. Otherwise, stuck with slag bars -_-

Edit: Another oddity. Succubus (well, incubus) entered a fey mood, claimed a Masons workshop and became a legendary MINER. That seems a bit off too :D
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on July 12, 2014, 08:59:12 pm
Duplicate Hotkeys can easily happen. Thats also easy to fix.

Mining skill is mood-able, thats in vanilla DF and hardcoded. Everything ok there.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: lwCoyote on July 12, 2014, 10:32:42 pm
Duplicate Hotkeys can easily happen. Thats also easy to fix.

Mining skill is mood-able, thats in vanilla DF and hardcoded. Everything ok there.

Aye, thought I'd mention it so that it can be changed in later releases. As for mining being a moodable skill, I had no idea. He'll do nicely to replace my miner ripped apart  by a cave bear -_-

Another oddity, at least in my mind: caged pets that are brought in by succubi merchants, who are then taken away if not purchased, proc the "kidnapped" message
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: cerevox on July 13, 2014, 01:24:21 pm
It actually says in the manual IIRC that kidnapper races will always give you that warning when caged critters are taken away by traders and it's safe to ignore.

Stuck with slag bars? you can use the + and - keys to scroll the menu and build the slag pit that way if the hotkey isn't working.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on July 13, 2014, 05:20:31 pm
The buildings shortcuts have been fixed for the next MDF release along a few tweaks.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: lwCoyote on July 13, 2014, 11:10:17 pm
It actually says in the manual IIRC that kidnapper races will always give you that warning when caged critters are taken away by traders and it's safe to ignore.

Stuck with slag bars? you can use the + and - keys to scroll the menu and build the slag pit that way if the hotkey isn't working.

Its not in the manual itself, but it is in the main Succubus Dungeon link, thank you for pointing that out :D

One other thing (sorry for so many things!); my succubi dont seem to like picking up arrows or bladeshards; they wont move them to stockpiles, and my archers wont put them in their quivers... this has happened across 4 or 5 embarks, with a variety of stockpile settings, and Ive always double and triple-checked that the ammunition isnt forbidden. Im at a bit of a loss on this one. Is this something already known, or just me?

Edit: I realize Ive been gripping a lot. Sorry! Boltgun, Im loving this race :D I havnt gotten very far into it due to some crashes, but so far what Ive seen Ive enjoyed ^_^
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Innocent Dave on July 14, 2014, 05:25:54 am
my succubi dont seem to like picking up arrows or bladeshards; they wont move them to stockpiles, and my archers wont put them in their quivers... this has happened across 4 or 5 embarks, with a variety of stockpile settings, and Ive always double and triple-checked that the ammunition isnt forbidden.

Are you assigning the ammo to them using the military screen (I think it's the Equip submenu)?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on July 14, 2014, 09:03:01 am
The stockpiles may not be properly set to be taking from anywhere. It would be strange that they are treated differently.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: lwCoyote on July 14, 2014, 12:29:46 pm
Yes they are assigned ammo (and re-assigned, just to be sure), and the stockpiles are set to take from anywhere; in each case they were brand new stockpiles (either new on the embark, or old one was deleted and new one created to make sure it wasnt set incorrectly)

I tried something else re: ammo last night, by setting up a hunter.. the hunter would go over to where the ammo was piled up and repeatedly pick up, then drop, then pick up, then drop the ammo.. over and over and over.. didnt stop until I turned off the hunting labor. the hunter in question did have a quiver
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on July 14, 2014, 12:33:04 pm
Ammo that has been assigned to a squad, but not picked up, doesn't get stockpiled.  It just sits wherever it is, until someone in the squad grabs it and shoves it in her quiver.  When you're just starting out and don't have a lot of spare ammo yet, this becomes extremely noticeable.  After a few years, when you have thousands of spare ammo sitting in the quantum ammo stockpile, it won't matter.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Darkfirephoenix on July 14, 2014, 12:54:51 pm
I have a idea for the succubi race:
Race specific abilitys:
Charm: The succubus can charm an enemy to help her for some time and is relatively fast to use
Perma Charm: Takes far more time to cast but turns the target permanently into an ally (and has a "recharge time" of more than a month, we don't want OP stuff or?)
Ofc those are a more like battle abilities and wouldn't affect the "standard" recruiting your succubi use to turn enemies/captured ppl.

Additional ability:
Life/Power drain: Succubi are living of the lifeforce of other beings according to most sources (some take life force directly just by being near someone, or via "personal fun" etc.), so I think it would fit relatively well. It would allow the succubi to drain the target of their life in a relatively slow fashion BUT would speed up the healing/regenerating process of the succubus and would even allow to heal permanent damge (damged nerves etc. wich render limbs useless). The drawback: It takes time to drain the life (like slowly bleeding to death for the victim) and the victim could still try and fight back / his friends would interrupt the succubus.

I just hope that I didn't post ideas somebody else posted already... What do you think about my ideas? Are they fitting for the succubi? How hard is it to implement them?
I would REALLY love to see them implemented, because I think they fit the succubi and would benefit the races (they ARE demons and they have normally not so many ppl of their own if you compare them to most other races).
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: lwCoyote on July 14, 2014, 03:14:13 pm
Ammo that has been assigned to a squad, but not picked up, doesn't get stockpiled.  It just sits wherever it is, until someone in the squad grabs it and shoves it in her quiver.  When you're just starting out and don't have a lot of spare ammo yet, this becomes extremely noticeable.  After a few years, when you have thousands of spare ammo sitting in the quantum ammo stockpile, it won't matter.

This isnt applicable if you dont have any military squads set up, which was the case when I set up an ammo stockpile about a minute into my embark, and it was still sitting there 20 minutes later when all my succubi were idle milling around in the meeting area saying they had no jobs to do
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: cerevox on July 14, 2014, 10:03:57 pm
Does anyone have some kind of comparison of the metals? I can see some of the obvious things like Stygian Bronze is really light and so bad for blunt weapons, but I can't tell if Basaliskine or Orichalcum is better for swords or armor, or where it stands in comparison to iron or steel, that kind of thing. I can stare at raws for a while and kind of guesstimate it, but I am hoping someone already has a list handy.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on July 15, 2014, 02:47:44 am
I have a idea for the succubi race:
Race specific abilitys:
Charm: The succubus can charm an enemy to help her for some time and is relatively fast to use
Perma Charm: Takes far more time to cast but turns the target permanently into an ally (and has a "recharge time" of more than a month, we don't want OP stuff or?)
Ofc those are a more like battle abilities and wouldn't affect the "standard" recruiting your succubi use to turn enemies/captured ppl.

Additional ability:
Life/Power drain: Succubi are living of the lifeforce of other beings according to most sources (some take life force directly just by being near someone, or via "personal fun" etc.), so I think it would fit relatively well. It would allow the succubi to drain the target of their life in a relatively slow fashion BUT would speed up the healing/regenerating process of the succubus and would even allow to heal permanent damge (damged nerves etc. wich render limbs useless). The drawback: It takes time to drain the life (like slowly bleeding to death for the victim) and the victim could still try and fight back / his friends would interrupt the succubus.

I just hope that I didn't post ideas somebody else posted already... What do you think about my ideas? Are they fitting for the succubi? How hard is it to implement them?
I would REALLY love to see them implemented, because I think they fit the succubi and would benefit the races (they ARE demons and they have normally not so many ppl of their own if you compare them to most other races).

Temporary charm would be harder to pull off then perma cham but that will go in the list of powers to add. Also lifedrain should be a replacement to the current kiss attack (which make little sense).

This isnt applicable if you dont have any military squads set up, which was the case when I set up an ammo stockpile about a minute into my embark, and it was still sitting there 20 minutes later when all my succubi were idle milling around in the meeting area saying they had no jobs to do

That is plain weird, can you provide the save?

Does anyone have some kind of comparison of the metals? I can see some of the obvious things like Stygian Bronze is really light and so bad for blunt weapons, but I can't tell if Basaliskine or Orichalcum is better for swords or armor, or where it stands in comparison to iron or steel, that kind of thing. I can stare at raws for a while and kind of guesstimate it, but I am hoping someone already has a list handy.

Bleh, the manual have been deleted to make way to its new design. This will be restored asap.

Anyway, stygian bronze = light bronze, basilikine = light steel. Make armor and blades out of those, for blunt weapons you'll want silver instead.

In another news, descriptions and interactions are being changed. The body 'colors' have been removed. Permanently.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on July 15, 2014, 08:57:52 am
Ammo that has been assigned to a squad, but not picked up, doesn't get stockpiled.

This isnt applicable if you dont have any military squads set up, which was the case when I set up an ammo stockpile about a minute into my embark, and it was still sitting there 20 minutes later when all my succubi were idle milling around in the meeting area saying they had no jobs to do

There's still the default "hunters" squad.  I don't recall what ammo is assigned to them in a default Succubus embark, but it's worth checking there.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: lwCoyote on July 16, 2014, 02:30:38 am
This isnt applicable if you dont have any military squads set up, which was the case when I set up an ammo stockpile about a minute into my embark, and it was still sitting there 20 minutes later when all my succubi were idle milling around in the meeting area saying they had no jobs to do

That is plain weird, can you provide the save?

Shore, I will PM you a link when I do so. I can only provide one of the saves, since I deleted the others. Im tempted to also record some video of it and post it to youtube
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: lwCoyote on July 16, 2014, 02:31:44 am
Ammo that has been assigned to a squad, but not picked up, doesn't get stockpiled.

This isnt applicable if you dont have any military squads set up, which was the case when I set up an ammo stockpile about a minute into my embark, and it was still sitting there 20 minutes later when all my succubi were idle milling around in the meeting area saying they had no jobs to do

There's still the default "hunters" squad.  I don't recall what ammo is assigned to them in a default Succubus embark, but it's worth checking there.

Yup, I saw it ^_^
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on July 16, 2014, 01:23:44 pm
Squads all default to arrows of any material, even when you assign stygian pitchforks.

Dev wise, I added more manual pages. There is a 'Your civ' page left blank and I am not sure of what should go there that was not already explained elsewhere. Otherwise all that is left there is to complete the buildings with the non specific reactions. Illustrations are lacking but I'll wait until Meph complete a Dwarf or Human version to align it.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on July 16, 2014, 02:46:58 pm
Your civ is supposed to be about the entity file and creature file.

Illustrations? What specifically? I was just planning on adding creature sprites and maybe a screenshot here and there, but no new art.

 
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: lwCoyote on July 16, 2014, 04:06:23 pm
Boltgun (and anyone else who wants to take a looksie): http://dffd.wimbli.com/file.php?id=9018

The save with the ammo problem.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on July 16, 2014, 04:58:29 pm
Your civ is supposed to be about the entity file and creature file.

Illustrations? What specifically? I was just planning on adding creature sprites and maybe a screenshot here and there, but no new art.

Yes sprites was what I was talking about, also icons for the weapons and armors.

Boltgun (and anyone else who wants to take a looksie): http://dffd.wimbli.com/file.php?id=9018

The save with the ammo problem.

I'll have a look asap.

Okay, so I activated hunting on a succubi and yes with two different types of ammo, it is very erratic. She picked the shards, then dropped it on one spot near the trade depot, then kept running into it. I removed the shards from the ammo settings, made some wooden arrows and it worked as intended again.

I think this is because bladeshards cannot be used for hunting, since this ammo is for stygian pitchforks.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: hiphop38 on July 16, 2014, 10:26:28 pm
So is there a way to play as deep sucubii or royal sucubii? or are they one and the same currently?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on July 16, 2014, 11:34:54 pm
So is there a way to play as deep sucubii or royal sucubii? or are they one and the same currently?
They have been merged into one. At least in the Masterwork version of the succubus mod, because it already has so many different civs. The difference between the two succubi was not bit enough to warrant an addition of both.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: lwCoyote on July 17, 2014, 01:31:31 pm
Okay, so I activated hunting on a succubi and yes with two different types of ammo, it is very erratic. She picked the shards, then dropped it on one spot near the trade depot, then kept running into it. I removed the shards from the ammo settings, made some wooden arrows and it worked as intended again.

I think this is because bladeshards cannot be used for hunting, since this ammo is for stygian pitchforks.

Ok, didnt know about bladeshards being for stygian pitchforks. Good to know for the future! What about the stockpiling issue?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on July 18, 2014, 10:23:55 pm
Okay, so I activated hunting on a succubi and yes with two different types of ammo, it is very erratic. She picked the shards, then dropped it on one spot near the trade depot, then kept running into it. I removed the shards from the ammo settings, made some wooden arrows and it worked as intended again.

I think this is because bladeshards cannot be used for hunting, since this ammo is for stygian pitchforks.

Ok, didnt know about bladeshards being for stygian pitchforks. Good to know for the future! What about the stockpiling issue?

Ammo was stockpiled and picked up but that was after I set the hunting ammo properly.

I also noticed that, by default, the game will set a military squad to use 250 of each arrow type. Vanilla behavior, this is overkill and 50 of one type is also a lot for a 5+ repel an invasion.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on July 22, 2014, 04:06:15 pm
Started playing with dfhack while waiting for a version for 40.03 to come out. A new reaction will soon be added to the temples of sin and fire to check what upgrades you applied on a succubus. It will open a pop up box telling 'Milith McBoosted has the following powers:' and a list of added upgrades, the message being mirrored as a regular announcement. Should be as easy to do as reading a list of syndromes.

Edit : I confirmed, as soon as your removed bladeshards from hunters and make a new stockpile, ammo act is piced up and stocked as any items. Perhaps I can prevent bladeshards to be added by default but no promises.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Guthbug on July 22, 2014, 06:38:58 pm
Started playing with dfhack while waiting for a version for 40.03 to come out. A new reaction will soon be added to the temples of sin and fire to check what upgrades you applied on a succubus. It will open a pop up box telling 'Milith McBoosted has the following powers:' and a list of added upgrades, the message being mirrored as a regular announcement. Should be as easy to do as reading a list of syndromes.

Edit : I confirmed, as soon as your removed bladeshards from hunters and make a new stockpile, ammo act is piced up and stocked as any items. Perhaps I can prevent bladeshards to be added by default but no promises.

That upgrade checking script would be VERY useful on warlocks. I keep forgetting who has learned what spells.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on July 24, 2014, 01:24:51 pm
Started playing with dfhack while waiting for a version for 40.03 to come out. A new reaction will soon be added to the temples of sin and fire to check what upgrades you applied on a succubus. It will open a pop up box telling 'Milith McBoosted has the following powers:' and a list of added upgrades, the message being mirrored as a regular announcement. Should be as easy to do as reading a list of syndromes.

Edit : I confirmed, as soon as your removed bladeshards from hunters and make a new stockpile, ammo act is piced up and stocked as any items. Perhaps I can prevent bladeshards to be added by default but no promises.

That upgrade checking script would be VERY useful on warlocks. I keep forgetting who has learned what spells.

I'll include warlocks spells on the list and leave the script open so it can be reused for any race.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Guthbug on July 24, 2014, 01:30:15 pm
Bravo, sir. Bravo.

Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: lwCoyote on July 26, 2014, 12:19:21 pm
Boltgun> Any plans for a succubi caste system?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on July 26, 2014, 02:45:58 pm
Boltgun> Any plans for a succubi caste system?

There is no plans for a caste system for now. The corruption of prisoners somewhat replaces that, creating specific castes of succubi. There should be more corruption variations before I start expanding the pure succubi castes.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: smakemupagus on July 26, 2014, 04:43:56 pm
I'll include warlocks spells on the list and leave the script open so it can be reused for any race.

that's awesome :)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Treason on July 27, 2014, 12:20:46 pm
As a side note, since we're on the topic of succubi casts..

I've had several trade depots and caravans from the Succubi burn down due to a fire born succubi guard seeing a too-close threat and pumping fire at it.

Might want to make sure your trade depots are sufficiently safe from wandering beasties or thieves, unless you want "fun" spreading.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on July 27, 2014, 12:23:24 pm
Maybe Boltgun can lower the pop ratio of fire-born succubi?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: cerevox on July 27, 2014, 02:36:35 pm
Yes, in some games I can go for multiple years without any succubi caravans because the moment they enter they instantly light themselves on fire. I typically end up paving the path they travel so the worst case is the guard lights a merchant on fire.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on July 27, 2014, 04:05:36 pm
Fireborn should be extremely rare, but it seems that i have set their HOMEOTERM too high and they light grass by standing around (strangely they never caused trouble in fort mode). I'll lower that to the temperature of a normal succubus, and if that's still too much, they will be cold to the touch. The ratio of normal succubi will be multiplied too to make fireborn extra rare, it was at 1 for 1000 but that seemed too much.

They should not have fireballs attacks as merchants, unless they studied the secrets of fire during world gen, but I do not believe they'd still be merchant at this point.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: wer6 on July 27, 2014, 06:18:06 pm
Anyone from a certain civ at DF 2012 chould be a merchant, even kings, not sure about DF 1014
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on July 28, 2014, 01:30:36 am
Anyone from a certain civ at DF 2012 chould be a merchant, even kings, not sure about DF 1014

That might be it, quite often a succubus civ gets nearly destroyed and the game picks whoever's left for merchants or migrants.

If pyromancers are used as merchants, perhaps removing their fire sphere will prevent that. Even if losing the worship of fire goddesses is a shame.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on July 29, 2014, 02:47:38 am
I went through a bunch of minor stuff: a profession name here, graphic infos for foreign position there, the soul extraction have been merged with the dwarven one and will use the 'strand extraction' skill (which should be named prophet or cultist ingame). Also you will no longer be able to wear two corsets toghether.

The script to show upgrades is halfway done. Assuming that all upgrades and powers are syndromes, it will simply display the syndromes SYN_NAME in a box and an announcement.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Guthbug on July 29, 2014, 11:30:42 am
The corset issue ...

Is it supposed to be one-size-fits-all? Because after my dwarves struck down a succubus thief, it seems one of them picked up the corset to wear around.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on July 29, 2014, 12:33:39 pm
The corset issue ...

Is it supposed to be one-size-fits-all? Because after my dwarves struck down a succubus thief, it seems one of them picked up the corset to wear around.
Why is that an issue? dwarves and succubi have the same bodysize.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Guthbug on July 29, 2014, 12:44:00 pm
Because Urist McHairy cooking in the kitchen wearing his stolen silk thong and a leather corset is just disturbing imagery.

But if you're wearing one right now, Meph, I'm totally ok with your lifestyle. :)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on July 29, 2014, 02:21:23 pm
Because Urist McHairy cooking in the kitchen wearing his stolen silk thong and a leather corset is just disturbing imagery.

But if you're wearing one right now, Meph, I'm totally ok with your lifestyle. :)

They were originally human sized, I noticed late that MW did not use the same size and that the succubi could wear dwarven clothes (btw you have body_size defined twice for dwarves). Succubi were kinda tiny all this time.  :P

I can raise it to human size if you prefer, that way clothing will be too large. I do not mind either way.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: cerevox on July 29, 2014, 07:09:45 pm
In the words of the glorious Sir Mix-a-lot, "36-24-36? Ha ha, only if she's 5'3".

It seems like in most mythology succubi are typically considered the same size as the average human or even a little taller. Would changing their size effect their dodge or combat ability though? If its a simple change that doesn't require much effort then it would make sense, but I would be concerned about what effect the size change would have on their combat ability.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on July 30, 2014, 12:49:53 am
Okay I raised their size to humans, this should give them a nudge when it comes to charging in combat. Oh and they now wear skirts, I'll probably delete thongs for clutter too.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on July 30, 2014, 02:26:51 am
Okay I raised their size to humans, this should give them a nudge when it comes to charging in combat. Oh and they now wear skirts, I'll probably delete thongs for clutter too.
Do not delete any items!  :o

You can remove them from the entity file, but if they go missing from the item files, all the override graphics from TwbT will be wrong for all other items of that type.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on July 30, 2014, 07:15:47 am
Okay I raised their size to humans, this should give them a nudge when it comes to charging in combat. Oh and they now wear skirts, I'll probably delete thongs for clutter too.
Do not delete any items!  :o

You can remove them from the entity file, but if they go missing from the item files, all the override graphics from TwbT will be wrong for all other items of that type.

I did a test and by luck thongs are near the end, moving the skirt one slot to the left fixes this. But I'll only make them uncommon.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: smakemupagus on July 30, 2014, 03:16:05 pm
Okay I raised their size to humans, this should give them a nudge when it comes to charging in combat. Oh and they now wear skirts, I'll probably delete thongs for clutter too.
Do not delete any items!  :o

You can remove them from the entity file, but if they go missing from the item files, all the override graphics from TwbT will be wrong for all other items of that type.

Does this mean that it's really involved to add or delete items anymore?  I'm not familiar with how TWBT works.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on July 30, 2014, 03:21:09 pm
TwbT reads out items by itemtype, followed by how they appear in the raws, from top to bottom. You will notice that every item has a number now (except tools, because I havent done their graphics yet).

Code: [Select]
######################################################################################################################
/// standart boots, armor
0
[ITEM_SHOES:ITEM_SHOES_BOOTS_D]
[NAME:boot:boots]
[ARMORLEVEL:3]
[UPSTEP:1]
[LAYER:ARMOR]
[COVERAGE:100]
[LAYER_SIZE:25]
[LAYER_PERMIT:49]
[METAL_ARMOR_LEVELS]
[MATERIAL_SIZE:6]YES
[METAL]
[LEATHER]
[HARD]
[BARRED]
[SCALED]

######################################################################################################################
/// padded boots are extra leather boots that can be worn inside of normal boots
1
[ITEM_SHOES:ITEM_SHOES_SHOES_PADDED]
[NAME:padded boot:padded boots]
[ARMORLEVEL:2]
[UPSTEP:1]
[LAYER:UNDER]
[COVERAGE:100]
[LAYER_SIZE:10]
[LAYER_PERMIT:49]
[MATERIAL_SIZE:1]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]

######################################################################################################################
/// plateboots are the upgrade to boots
2

See the 0, 1 and 2 I added? Thats just a reminder for readers, to find the correct number. If you put a new shoes item in between, the numbers would be wrong. Adding new items at the bottom of their files is no issue. Or letting me know about it. Or making a new file with a Z in the file name, like item_z_whatever.txt, to keep them at the bottom of the list. But if you add a item_a_shoes.txt, it would go on top, and its shoes would be read out before the shoes in item_shoes.txt, which changes their numbers.

The end result would be a slight graphical error. Items would have the wrong graphics, so nothing major. Easy to fix.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: smakemupagus on July 30, 2014, 03:39:42 pm
TwbT reads out items by itemtype, followed by how they appear in the raws, from top to bottom. You will notice that every item has a number now (except tools, because I havent done their graphics yet).


See the 0, 1 and 2 I added? Thats just a reminder for readers, to find the correct number. If you put a new shoes item in between, the numbers would be wrong. Adding new items at the bottom of their files is no issue. Or letting me know about it. Or making a new file with a Z in the file name, like item_z_whatever.txt, to keep them at the bottom of the list. But if you add a item_a_shoes.txt, it would go on top, and its shoes would be read out before the shoes in item_shoes.txt, which changes their numbers.

The end result would be a slight graphical error. Items would have the wrong graphics, so nothing major. Easy to fix.

OK, I think I got it.  So if they are at the bottom and I add numbers, it's cool?  In my tinkering recently I've added ~5 items (2 weapons and 3 tools) and removed ~4 (tools).  Sounds like only the weapons are potentially issue, so I will put them at the bottom.  We can discuss details in another thread or direct messages.

How do you manage development these days?  Do I understand correctly that you have a github rather than you having to synthesize everything yourself?

Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on July 30, 2014, 03:47:19 pm
I PM you.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Treason on July 31, 2014, 06:37:00 am
Observations:

1.  The specific reactions for the Quern and Millstone workshops are missing for Succubi, to wit: cannot specifically select anything to mill.  Specialized stockpiles are in for the simple task of making sure I mill flour instead of a rock into sand.  WAI?

2.  You need the Attorney's Workshop to buy the plans for the gem and glass forge from the Warlocks, but the buildings themselves do not require the plans to build.  Redundant, or a slip-up in the requirements for the building?

3.  Just my own opinion in this, but bloodsteel and ironbone seem like metals that, thematically, would "fit" the Succubi but they are unable to currently produce.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on July 31, 2014, 01:29:05 pm
Observations:

1.  The specific reactions for the Quern and Millstone workshops are missing for Succubi, to wit: cannot specifically select anything to mill.  Specialized stockpiles are in for the simple task of making sure I mill flour instead of a rock into sand.  WAI?

2.  You need the Attorney's Workshop to buy the plans for the gem and glass forge from the Warlocks, but the buildings themselves do not require the plans to build.  Redundant, or a slip-up in the requirements for the building?

3.  Just my own opinion in this, but bloodsteel and ironbone seem like metals that, thematically, would "fit" the Succubi but they are unable to currently produce.

1. I'll add those asap.

2. This is fixed for the next MDF release.

3. The succubi have instead access to basiliskine and stygian bronze. As bloodteel would fit the theme, they are not available for pure balance purpose and to encourage the use of magic features over mining. There will be other materials to replace metals in the future.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on July 31, 2014, 01:33:21 pm
Quote
encourage the use of magic features over mining.
Not sure if you are familiar with the production of them, but ironbone is "bones + ash + fuel", and bloodsteel is "ironbone + blood + fuel". No mining. All just harvesting killed bodies and bodyparts.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Kiefatar on July 31, 2014, 01:37:15 pm
Basiliskine is a bit too hard to produce in significant quantities. You simply don't get enough horns to make significant amounts of it and Stygian Bronze, being bronze tier, just lighter... doesn't cut it.

Eventually you could have a dozen basilisks to shear, but even then... shearing itself is just a pain to manage and doesn't really produce much total. At least that's been my experience with them, combined with the fact that basilisks themselves are quite expensive to buy and Succubi trading partners are kinda crappy as far as raw materials go.

Maybe have Basilisks horns actually alloy with Stygian bronze to produce Basiliskine in larger quantities? Figure, Horn + 4 Stygian for 5 Basiliskine or so?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Treason on July 31, 2014, 05:25:48 pm
Basiliskine is a bit too hard to produce in significant quantities. You simply don't get enough horns to make significant amounts of it and Stygian Bronze, being bronze tier, just lighter... doesn't cut it.

Eventually you could have a dozen basilisks to shear, but even then... shearing itself is just a pain to manage and doesn't really produce much total. At least that's been my experience with them, combined with the fact that basilisks themselves are quite expensive to buy and Succubi trading partners are kinda crappy as far as raw materials go.

Maybe have Basilisks horns actually alloy with Stygian bronze to produce Basiliskine in larger quantities? Figure, Horn + 4 Stygian for 5 Basiliskine or so?

Or keep both, but require that bronze be mixed with Basilisk "bars" to produce a higher grade of Stygian Bronze?  Lighter weight, better for bladed weaponry than iron (not sure if it should replaced steel in this fact), maybe an increase in protection against blunted attacks.  Increased value?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on August 01, 2014, 01:17:48 am
Ironbone and bloodsteel will be added with the right building.
Reactions to select what to mill at the quern as been added. For the millstone however, there does not seem anything that an atom smasher already do, and the bonemeal reaction are already available at the bonemill.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on August 01, 2014, 03:20:44 am
Just to explain the difference: My logic was that a quern mills soft stuff, like plants, while the millstone with its superior power mills hard stuff, like bones and stone. There was no reason for anyone to build the millstone in vanilla before that.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on August 01, 2014, 04:43:58 am
Just to explain the difference: My logic was that a quern mills soft stuff, like plants, while the millstone with its superior power mills hard stuff, like bones and stone. There was no reason for anyone to build the millstone in vanilla before that.

Yes, why power a building that does the same thing as the regular one? Since glass has uses in preserving souls, the millstone should provide sand. (we should also get a crystal glass industry that is closer to RL but that's another story)

I'd like to make a basiliskine alloy too, but most purposes of metals have already been covered, so the clutter in the menus in a game that has already have several steel equivalents is not worth the addition.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on August 01, 2014, 04:58:46 am
Maybe you can use itemsyndrome. Make basiliskine give succubi some positive effect. :)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Rekov on August 01, 2014, 08:03:36 am
I want to try this, but no matter what I do, I can't seem to get through world gen without crashing. It's not even using more than a gig of ram, so I don't know what it could be.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on August 01, 2014, 10:03:40 am
I want to try this, but no matter what I do, I can't seem to get through world gen without crashing. It's not even using more than a gig of ram, so I don't know what it could be.

Does it start counting years before crashing or it crashes after placing minerals?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Treason on August 01, 2014, 05:32:55 pm
The spontaneously combusting Succubi Trade Depot is seriously irritating.

So far, I've narrowed it down to 1 out of 3 chances that the first caravan of the year or second from year two will just burst into flames as soon as the wagons begin to unload in the depot.  Oddly enough, this time there was no fireborn in the caravan.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on August 01, 2014, 07:15:46 pm
Any bags or barrels filled with 'magma' ?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Rekov on August 01, 2014, 08:59:18 pm
I want to try this, but no matter what I do, I can't seem to get through world gen without crashing. It's not even using more than a gig of ram, so I don't know what it could be.

Does it start counting years before crashing or it crashes after placing minerals?
I've had it do both. Sometimes it crashes right after minerals, but most of the time it's in the 200-300 year range.

I've tried messing around with it a bit, so I could have unwittingly changed something that changes how it crashes.

EDIT: I can confirm that it crashes while counting years. If I interrupt it before it crashes as select Use world as it currently is, it crashes while finalizing.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Treason on August 01, 2014, 09:48:48 pm
Any bags or barrels filled with 'magma' ?

Haven't been able to tell
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Treason on August 02, 2014, 11:17:15 am
Other notes:

1.  With the changes to the Kiln/Clay Oven, how does one produce pearlash, now?  The option is missing from the Succubi, at least.
2.  Do the converted casts (cambions, fiends, devils, etc) produce children with "normal" succubi or themselves, or are they sterile?
3.  The Metallurgists.  Since the Succubi are not the metal workers that the other races are, and Stygian Bronze is smelted at the smelter, what is it's purpose?  There does not seem to be any options available after it's built, despite numerous types of ore hanging about.
4.  Just my opinion, but the Soul Forge seems redundant, despite knowing it is how the pitchforks are converted.  Maybe combine it into the Soul Well and have the converting reaction integrated?  I have this mental image of the succubi sticking a pitchfork in the well and "baptizing" it with surrounding souls.
5.  The Succubi have access to the Magma Well but not the Water Well, if the liquid spawning option is checked in the GUI.  The Magma Well does not seem to spawn or draw up any magma when used, at least I've never had any success when attempting to use it.  Nor does it require the special gems.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on August 03, 2014, 01:31:01 pm
I am still trying to get a burning caravan, I'll try forcing the event on a wooden depot to see what happens.

Other notes:

1.  With the changes to the Kiln/Clay Oven, how does one produce pearlash, now?  The option is missing from the Succubi, at least.
2.  Do the converted casts (cambions, fiends, devils, etc) produce children with "normal" succubi or themselves, or are they sterile?
3.  The Metallurgists.  Since the Succubi are not the metal workers that the other races are, and Stygian Bronze is smelted at the smelter, what is it's purpose?  There does not seem to be any options available after it's built, despite numerous types of ore hanging about.
4.  Just my opinion, but the Soul Forge seems redundant, despite knowing it is how the pitchforks are converted.  Maybe combine it into the Soul Well and have the converting reaction integrated?  I have this mental image of the succubi sticking a pitchfork in the well and "baptizing" it with surrounding souls.
5.  The Succubi have access to the Magma Well but not the Water Well, if the liquid spawning option is checked in the GUI.  The Magma Well does not seem to spawn or draw up any magma when used, at least I've never had any success when attempting to use it.  Nor does it require the special gems.

1. I need to check, if there is no option this will be added back.
2. They give birth to normal succubi.
3. If the metallurgist is empty, it's a bug. There should be lesser alloys there, like brass or black bronze.
4. The soul forge pick from armoury stockpiles as well as souls. It might be merged with the well later on if the list of buildings gets too long, that mental image is good after all.
5. I'll retest it. If it is broken, it might be broken for warlocks too. I did not feel that water spawning is a succubus ability but I am not against adding it.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Blightedmarsh on August 03, 2014, 04:04:28 pm
since sucubi are mythologically similar to siren I don't see why they shouldn't have some watery abilities. Speaking of which is there a water breathing siren caste? I could just imagine the various amphibian peoples and merfolk becoming sirens.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on August 03, 2014, 04:36:11 pm
Quote
since sucubi are mythologically similar to siren
They are not at all related to siren.  ???
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: cerevox on August 03, 2014, 05:14:59 pm
They both have specialized body types that lure the opposite sex to ruin. While they may have totally different pretty much everything else, they fill the same mythological niche, so I can easily see how it might look like they are basically the same.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: than402 on August 03, 2014, 06:13:44 pm
The method they lured the opposite sex was very different.sirens did not use their body,they used their song,while succubi used more...traditional methods.also,sirens had bird bodies with women's' heads,while succubi were usually more humanoid.also,in some tales succubi and incubi were the same thing.they gathered sperm from a man as succubi and then they either gave birth to demons,or they passed the sperm as incubi.sirens were never given a reason for their actions.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Treason on August 03, 2014, 06:44:41 pm
Trying to track down what exactly is causing my caravans to ignite is a pain in the arse.

That said, I just had an embark where, on a taiga/glacier, my first caravan showed up before I had a depot ready.  After I set one up, all of a sudden all my succubi ran out to collect items.  Not having seen a combat message, I realized I missed my chance to witness the traditional, fabled succubi greeting of self-immolation after a long journey.  That said, I was perusing the wreckage and I found a "pool of fireball," something I have not witness before.

As Fred would say, "A Clue!"

Spoiler (click to show/hide)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on August 03, 2014, 07:03:59 pm
A siren is from greek mythology and drives seamen to their deaths with their songs. A succubus is a medieval folk tale demon and rapes/uses sleeping men to get offspring. Its like saying Hercules and Jesus have a lot in common, just because both are male demigods. ;)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: smakemupagus on August 03, 2014, 07:09:01 pm
i can see where Blightedmarsh is coming from -- in some versions of classical literature they [sirens] were originally the sisters or friends of young Persephone, and their dual nature as fatal beauties is somehow tied to her own abduction and transformation from an earth/fertility spirit into the mistress of Hades.  I had to google to learn anything about the origin of succubi in mythology but from a short few minutes of reading it seems that some themes like ancient taboo fertility rituals and the corruption by a demon or Angel of Death are sort of similarish.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: cerevox on August 03, 2014, 07:31:04 pm
Its more like Jesus and Hippocrates rather than Hercules. Hipp wandered around teaching people and performing random healings, same as Jesus.

I am just looking at the end result of what they do. A lot of the form and how it works differs, but the end result, teaching and healing, or lured men to ruin, ends up the same, so if you didn't know much mythology it would be easy to see them as similar.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on August 04, 2014, 05:03:31 am
We should mind the origin of the race and not stretch too much. They're from the tent. And while they love the surface, the sea is only a concept they picked on recently and humans would outclass them there (except in piracy maybe). So that would limit watery reactions. There is already themes to explore, like madness, art or romantic imagery turned deadly (giant flowers throwing spines at enemies?)

Sirens will be an option if there is bird people to corrupt, same with fish people (or nagas?). It should be noted that DF does not support aquatic creatures as citizens, nor fliers, so it might be underwhelming.

While we're talking about the theme, there is hints of Lovecraftian mythology too with rat things and Yog Shothoth, but I'd like to step away from this as there is already enough content (see Bellweasel, they were knee deep into what's pretty much Innsmouth goodness). If the warlocks want the two mentioned creatures, we can transfer these pets to them.


On the other hand, I put the work in progress scripts aside to hunt some bugs. The metallurgist's furnace has been restored, some labors renamed and adjusted to MDF's distribution. Corrupting prisoners will use the negociation's job (formerly soap making in vanilla). A new building will receive both chemist and alchemist reactions, it will allow the making of bloodsteel and ironbone and later on more fun stuff with warpstone.

It is highly possible that the fireball liquid is the cause of the burning caravans. It may have been produced by some obscure let's-bring-creature-extract mechanism. I'll try to reproduce this on a longer world gen and see if adding a SPECIAL tag helps.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on August 04, 2014, 07:01:04 am
Quote
let's-bring-creature-extract mechanism.
Any creature extract that any pet or domesticed animal might have, will be used by caravans.

Wow, I always thought the rat things were from snowcrash, because of their teleport.  :o But a little lovecraft you can keep, the cult of the carp god is dwarf-exclusive, no other race will ever see them.

Hey, I just thought of something: I am using a script in kobold mode that makes a female kobold give birth instantly. empregnate. It would fit oh so perfectly to a succubi raiding system or prisoner system. Send out succubi to find a suitable victim, come back pregnant. Or use a prisoner.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Treason on August 04, 2014, 07:24:04 am
Apparently the Succubi are extracting fire from something.

Here's another screenshot of the offending fireball pool.

Spoiler (click to show/hide)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on August 04, 2014, 08:19:09 am
Did you get a look at the item before it went up in flames?

Boltgun: A naming suggestion: Combat professions as Sworddemon and Axedemon, instead of Swordsuccubus and Axesuccubus. Because ingame they appear as "Name, Succubus, Swordsuccubus". I even had "Name, Incubus Swordsuccubus", which means that even if you keep the name as they are, you would need to declare them differently in male and female castes, because the incubus shouldnt have the swordsuccubus profession name.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on August 04, 2014, 10:08:33 am
Did you get a look at the item before it went up in flames?

Boltgun: A naming suggestion: Combat professions as Sworddemon and Axedemon, instead of Swordsuccubus and Axesuccubus. Because ingame they appear as "Name, Succubus, Swordsuccubus". I even had "Name, Incubus Swordsuccubus", which means that even if you keep the name as they are, you would need to declare them differently in male and female castes, because the incubus shouldnt have the swordsuccubus profession name.

"A pool of melted Cheese", dip some bread in. :)

There is several 'fireball' inorganics. One in inorganic_zmasterwork.txt, defined with the substance template that does not have the SPECIAL tag attached. It might be the culprit, but the civ should not bring stones for trading.

For military I will probably go with <weapon> lass for regular and matron/matriarch/dame for elites. I am not sure but it seems that 'lass' is not a pejorative, and I can use 'lad' for males.
There is other terms like damsel or maiden but I can't find the other gender's term.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on August 05, 2014, 03:20:44 am
Hey, I just thought of something: I am using a script in kobold mode that makes a female kobold give birth instantly. empregnate. It would fit oh so perfectly to a succubi raiding system or prisoner system. Send out succubi to find a suitable victim, come back pregnant. Or use a prisoner.

That could work using a prisoner, a thief mission or through a dream. Bonus points if it uses a random historical figure as the father and produce an appropriate hybrid. This may be added once the childs have been made useful, because otherwise there is little point (there is positive interactions planned to discourage the dwarven child care).
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on August 05, 2014, 10:16:39 am
For military I will probably go with <weapon> lass for regular and matron/matriarch/dame for elites. I am not sure but it seems that 'lass' is not a pejorative, and I can use 'lad' for males.
There is other terms like damsel or maiden but I can't find the other gender's term.

Well, "maiden" is utterly wrong, since that means virgin.  "Damsel" is only slightly better.

"Lass" and "lad" aren't terrible, but they are diminutives (they generally refer to a child or adolescent), and I think the Scottish flavor clashes with the overall feel of the race.

The best I can come up with at the moment are "-lady" and "-gent" for regular weapon skill, and "-mistress" and "-master" for elites.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Blightedmarsh on August 05, 2014, 01:24:14 pm
you could just make it up as you go along

-executioner
-eviscerator
-exquisitor
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on August 05, 2014, 01:34:04 pm
you could just make it up as you go along

-executioner
-eviscerator
-exquisitor
The shorter the better when it comes to names in DF. text gets cut off a lot.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Blightedmarsh on August 05, 2014, 02:03:30 pm
well since they are demonic you could call them

Axe- Devil
Axe - Demon

Axe-Furie
Axe- Fiend
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on August 06, 2014, 03:06:37 am
well since they are demonic you could call them

Axe- Devil
Axe - Demon

Axe-Furie
Axe- Fiend

The best would be terms that are not used elsewhere. Demonic synonyms are used for corrupted creatures castes.

For the next update it will be : Inductee > Sword Gent/Dame > Sword Master/Mistress.
This will change later on, either by renaming the mistress position or by finding better terms for recruits and masters.

Ideally, since the succubi does not age, they'd consider maturity with the mastery of skill. A recruit would be called a youngster and masters would be respectful elders.

I am searching the cause of world gen crashes. It is pretty stable on my side (Win7 64bits), but I noticed that I sometimes crash if I let DF run while out of focus. I also sometimes crash while loading the arena.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on August 06, 2014, 04:56:29 am
I never had a worldgen crash while testing humans. I also never had an ingame crash while testing humans, probably because I dont use any new dfhack scripts for them (only Pantheon).

But I did have some at embark. I gen a world, embark, and when the embark text shows up, it crashes. When I open DF again, select the same world, same location, same embark profile, embark again... it works. Very curious, and I have no way to finding the bug that might cause this, because I cant replicate it.

Good luck with your crash hunt.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on August 06, 2014, 08:59:33 am
Another thing I found that might or might not fit the succubi:

Code: [Select]
[REACTION:LUA_HOOK_USEMAGMA_BREW_MAGMA]
[NAME:Brew magma]
[BUILDING:STILL:CUSTOM_C]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:INORGANIC:NONE]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[SKILL:BREWING]

This adds a reaction to the still that only work if the still is build near or over magma, removed 1/7 magma when run, and gives 5 magma-drinks. These drinks can be safely used by any fort member, do not burn up the place, and count as alcohol. The reaction only works if the magma is present, otherwise its cancelled.

Not sure if you want magma-drinks for your demons, but it would be another bonus for finding magma, and would make it easier to live down near the magma lake.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on August 06, 2014, 09:13:11 am
Another thing I found that might or might not fit the succubi:

Code: [Select]
[REACTION:LUA_HOOK_USEMAGMA_BREW_MAGMA]
[NAME:Brew magma]
[BUILDING:STILL:CUSTOM_C]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:INORGANIC:NONE]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[SKILL:BREWING]

This adds a reaction to the still that only work if the still is build near or over magma, removed 1/7 magma when run, and gives 5 magma-drinks. These drinks can be safely used by any fort member, do not burn up the place, and count as alcohol. The reaction only works if the magma is present, otherwise its cancelled.

Not sure if you want magma-drinks for your demons, but it would be another bonus for finding magma, and would make it easier to live down near the magma lake.

This is great and should be added.  :D
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on August 06, 2014, 09:19:20 am
Nice. :)

The script is in the human test version, its called waterwell.lua. I use it for the humans to allow them to barrel water, but it works on magma as well. Essentially it checks for magma/water around the workshop and cancels the reaction if nothing is there, or runs the reaction and removes 1/7 liquid if it has access to it. Can be used for all kinds of stuff.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on August 06, 2014, 09:58:22 am
I will probably add it after the human release along with blood brewing.

I did not realize that you could add reactions to the vanilla still.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on August 06, 2014, 10:03:05 am
So... you are not using any of those? They allow people to pick a specific drink they want to brew.

Code: [Select]
[REACTION:BREW_WHEAT_CAVE]
[NAME:Brew cave wheat beer]
[BUILDING:STILL:CUSTOM_C]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:GRASS_WHEAT_CAVE:SEED]
   [PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]


[REACTION:BREW_BERRIES_FISHER]
[NAME:Brew fisher berry wine]
[BUILDING:STILL:CUSTOM_F]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:BERRIES_FISHER:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:BERRIES_FISHER:SEED]
   [PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]



[REACTION:BREW_FUNGIWOOD_BARK]
[NAME:Brew fungi brew]
[BUILDING:STILL:CUSTOM_N]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:FUNGIWOOD_BARK:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
   [PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]

[REACTION:BREW_GRASS_LONGLAND]
[NAME:Brew longland beer]
[BUILDING:STILL:CUSTOM_L]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:GRASS_LONGLAND:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:GRASS_LONGLAND:SEED]
   [PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]

[REACTION:BREW_TAIL_PIG]
[NAME:Brew pig tail ale]
[BUILDING:STILL:CUSTOM_A]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:GRASS_TAIL_PIG:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:PLANT_MAT:GRASS_TAIL_PIG:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:GRASS_TAIL_PIG:SEED]
   [PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]


[REACTION:BREW_HELMET_PLUMP]
[NAME:Brew plump helmet wine]
[BUILDING:STILL:CUSTOM_W]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY]
          [FOOD_STORAGE_CONTAINER]
          [PRESERVE_REAGENT]
          [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:SEED]
   [PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]


[REACTION:BREW_BERRIES_PRICKLE]
[NAME:Brew prickle berry wine]
[BUILDING:STILL:CUSTOM_P]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:BERRIES_PRICKLE:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:BERRIES_PRICKLE:SEED]
   [PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]

[REACTION:BREW_ROOT_MUCK]
[NAME:Brew root muck whiskey]
[BUILDING:STILL:CUSTOM_H]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:ROOT_MUCK:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:PLANT_MAT:ROOT_MUCK:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:ROOT_MUCK:SEED]
   [PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]


[REACTION:BREW_REED_ROPE]
[NAME:Brew rope reed spirits]
[BUILDING:STILL:CUSTOM_S]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:REED_ROPE:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:REED_ROPE:SEED]
   [PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]



[REACTION:BREW_SLIVER_BARB]
[NAME:Brew silver barb cruor]
[BUILDING:STILL:CUSTOM_G]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:SLIVER_BARB:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:SLIVER_BARB:SEED]
   [PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]

[REACTION:BREW_BERRIES_STRAW_WILD]
[NAME:Brew strawberry wine]
[BUILDING:STILL:CUSTOM_Y]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:BERRIES_STRAW_WILD:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:BERRIES_STRAW_WILD:SEED]
   [PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]



[REACTION:BREW_BERRY_SUN]
[NAME:Brew sunshine]
[BUILDING:STILL:CUSTOM_U]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:BERRY_SUN:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:BERRY_SUN:SEED]
   [PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]

[REACTION:BREW_POD_SWEET]
[NAME:Brew sweet pod rum]
[BUILDING:STILL:CUSTOM_R]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:POD_SWEET:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:POD_SWEET:SEED]
   [PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]


[REACTION:BREW_TUBER_BLOATED]
[NAME:Brew tuber beer]
[BUILDING:STILL:CUSTOM_T]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:TUBER_BLOATED:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:TUBER_BLOATED:SEED]
   [PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]

[REACTION:BREW_WEED_RAT]
[NAME:Brew weed rat brew]
[BUILDING:STILL:CUSTOM_Z]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:WEED_RAT:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:WEED_RAT:SEED]
   [PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]



[REACTION:BREW_VINE_WHIP]
[NAME:Brew whip wine]
[BUILDING:STILL:CUSTOM_I]
[REAGENT:A:1:PLANT:NONE:PLANT_MAT:VINE_WHIP:STRUCTURAL][UNROTTEN]
[REAGENT:barrel/pot:1:TOOL:ITEM_TOOL_LARGE_POT:NONE:NONE]
[EMPTY][FOOD_STORAGE_CONTAINER][PRESERVE_REAGENT][DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:DRINK:NONE:GET_MATERIAL_FROM_REAGENT:A:DRINK]
[PRODUCT_TO_CONTAINER:barrel/pot]
[PRODUCT_DIMENSION:150]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:VINE_WHIP:SEED]
   [PRODUCT:5:1:BOULDER:NONE:INORGANIC:ALCOHOL_VAPOR][PRODUCT_DIMENSION:150]
[SKILL:BREWING]
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on August 06, 2014, 11:10:41 am
I will add those if this is specifically requested by players, like I did for milling.

The issue I have with those reactions is that you can already control which plant you want to brew on the kitchen screen. This is not as complicated that setting stockpiles because you need to mill flour. Plus this is one more thing to maintain should you modify crop.

This is considering that when I tried dwarves before the cleaning of the raws, the job manager was crazy slow, 1/4 a second per keystroke. So I try to keep it slim. The exception I made is the slag pit because this a 'dump item here' workshop, but I feel that mass dumping into lava is faster.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on August 06, 2014, 11:36:46 am
The job manager lists all reactions in the raws, even if they are not permitted in the entity you play. I might be wrong about this, but I read it. I personally never use the manager, but it will only get worse the more races are added.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on August 06, 2014, 12:20:09 pm
The job manager lists all reactions in the raws, even if they are not permitted in the entity you play. I might be wrong about this, but I read it. I personally never use the manager, but it will only get worse the more races are added.

I did tests while adding the race and it's length and speed is defined by the entity's permissions. It was as fast as vanilla back then.

This also means that you can add as much races as you like, you won't get orc reactions in a gnome fortress or dwarven rock bed in a future race that does not allow them.

Update: I just had one crash -at launch-, I believe that it's more dfhack plugins then raws that is causing random issues. Upon restarting it ran fine.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on August 06, 2014, 12:24:33 pm
Good to know. :)

Hey, that magma-needing reaction allows to make a magma-fishery. Ingame fishing of magma snakes and lava crabs. Use fish farming labor, must be build on magma. Wait... that was already possible with NEEDS_MAGMA. -.-
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on August 06, 2014, 12:31:35 pm
Good to know. :)

Hey, that magma-needing reaction allows to make a magma-fishery. Ingame fishing of magma snakes and lava crabs. Use fish farming labor, must be build on magma. Wait... that was already possible with NEEDS_MAGMA. -.-

Yes, but it can let you create fuel out of buckets of magma, dwarves might appreciate. As a whole it is great to add magma reactions to a workshop that will still work without it, NEED_MAGMA is a all-or-none token.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on August 06, 2014, 12:47:46 pm
The water one would also make sense for fish farms, and anything plant/farm/grow related. Or a learn-swimming or take-a-bath reactions. Wasnt there a clean interaction somewhere? Or a clean script? ^^

Maybe not really Succubus material. But a magma-bath to give good thoughts sounds all right :P
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: celem on August 06, 2014, 12:48:50 pm
Are succubi supposed to teach secrets to hostiles?  Not sure how this works, skimmed the interactions involved but dont know that aspect of RAWs, specifically I dont know the targetting syntax..

Im playing as Gnomes and had a succubus snatcher very early on.  Something went down, I think she got hold of a victim and made a break for the map edge but was caught and killed.  Now I have 2 Gnomes with the secret of Lust, which is fine by me, they make good workers.  Its a recordable and teachable secret through mundane means, but theres no way to utilise this in fort mode?

Also did the succubus target them or did they get caught in her trying to aoe buff herself?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on August 06, 2014, 01:05:31 pm
Are succubi supposed to teach secrets to hostiles?  Not sure how this works, skimmed the interactions involved but dont know that aspect of RAWs, specifically I dont know the targetting syntax..

Im playing as Gnomes and had a succubus snatcher very early on.  Something went down, I think she got hold of a victim and made a break for the map edge but was caught and killed.  Now I have 2 Gnomes with the secret of Lust, which is fine by me, they make good workers.  Its a recordable and teachable secret through mundane means, but theres no way to utilise this in fort mode?

Also did the succubus target them or did they get caught in her trying to aoe buff herself?

Hum, nope. If the snatcher happened to have the secret, she should not have been able to teach it to someone else. In fort mode they learn it by using a self targeted interaction once and that's it. I'll test that again.
Unless mundane teaching really trigger that but I would be surprised.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on August 06, 2014, 04:42:02 pm
Going through the update. I will edit this post with things I find of interest/bugs/smaller changes I might do.

ITEM_TOOL_LARGE_POT => I saw you use this as buildmat for the Alchemists Cauldron. There actually is a cauldron tool in vanilla DF, ITEM_TOOL_CAULDRON, which I do use in Kobold mode for the kitchens. I guess you used a large pot on purpose to keep the different types of tools low, just wanted to make sure that thats correct.

Edit: You added a lot of SYN_NAMES, like [SYN_NAME:Corrupter], [SYN_NAME:Berserk rage], etc. I assume those are for the script that tells you which abilities they learned? Because any active syndrome with a syn_name can be diagnosed by your doctors. "He has been diagnosed with corrupter."

Edit2: There was a reaction called [NAME:Affect weather: rain (greed)]. You did delete it, but I noticed the ':' in the name. That breaks the raws, because it registers the ':' as end of the name. The reaction would appear ingame as "affect weather" and thats it. In other place it might break the entire tag.

Edit3: Done. I made no changes, and found no bugs. :)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on August 07, 2014, 02:23:22 am
Yes, I do not recall a reaction to make cauldrons and there is little point adding the item to build only one workshop.

The succubi have no doctors... :P
I'll look at the diagnosis and forbid the upgrades from appearing using a syndrome class.

I'll keep the ":" gotcha in mind. I am glad that there were no bugs, using git sure speedup the tests for me.  ;D
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on August 07, 2014, 08:46:56 am
Cauldrons would be enabled in the entity file, no reactions needed. But yeah, large pots work fine too. :)

No worries about the upgrades, if you have no diagnoser, then there is no issue.

And yeah... github. I should probably update the version on github too. :D
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on August 07, 2014, 09:25:57 am
The diagnoser still interest me, it might help with illness support or to detect poisoned bites and stuff.

On a side note, there is posts on the gnome thread that babysnatchers can have lust interaction and teach them to enemies for some reason. I'll try to have this fixed asap.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: zerth on August 07, 2014, 09:53:56 am
I will add those if this is specifically requested by players, like I did for milling.

Please? And how about new glass types from warlock mode?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on August 07, 2014, 10:06:28 am
The "new" glass types from Warlock mode are actually old glass types form Orc mode. ;)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on August 07, 2014, 07:36:04 pm
Started a brand new Succubus dungeon, and my (female) Sword Dame has the title of "Patriarch".  Quite odd, that.  I can't imagine anything Patriarchal about this race.

Lots of typos in the manual... maybe I'll do a proofreading pass over that at some point.

-------------------------------------------
Shit.  I got a popup dialog saying something like "Gudgeon (Tame) has transformed into tentacle monster!" and I had to dismiss it with Enter.  The name (Gudgeon, or whatever it was) meant nothing to me.  It had never appeared on my creature lists before. (I did embark with one tentacle monster.)  I was pressing keys, to try to figure out what was going on, and... it dumped core.  Segmentation fault, utterly useless core dump (backtrace just has "#0  0x00000000 in ?? ()").

Oh, here's the line in gamelog.txt: "Gudgeon (Tame) has transformed into a tentacle monster!"  Nothing useful in stderr.log.

Tech details: MWDF 6, Linux, I copied the Dwarf Fortress 0.34.11 and DFhack r4-ish stuff that I use for LFR (decided not to try to continue with the r5-ish build I had been using before).  ASCII mode, as close to vanilla interface as I could make it (even copied curses_640x300.png from DF 0.40).  All races enabled for fortress play, and I added Stranglers and 1 or 2 other races from Fortress Defense.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on August 07, 2014, 08:39:03 pm
Quote
I got a popup dialog saying something like "Gudgeon (Tame) has transformed into tentacle monster!" and I had to dismiss it with Enter.
Thats normal, I made all transformations give a popup, because they are usually important.

The rest, not so much. Cant help, first its succubi, second its linux.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on August 07, 2014, 09:10:54 pm
Well, I decided not to bang my head against the core dumps any more tonight, so I did the proofreading thing instead.

http://wooledge.org/~greg/df/succubi-manual-20140807.diff (38k text)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on August 08, 2014, 01:17:48 am
Thanks for the proof read, I'll apply the diff and send the patch to github.

The leader naming is messed, inverting male and female. :P

Otherwise I have no idea why a gudgeon, "A bottom-dwelling freshwater fish found in fast moving water." would transform into a tentacle monster. There is no syndrome inside that have such transformation, the fish itself has no effect. Perhaps a dfhack plugin on linux caused this.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on August 08, 2014, 06:07:12 am
Just from my side: I did nothing with tentacle monsters, except summoning one with spawnunit in a human succubus merchant. No transformations.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Treason on August 08, 2014, 06:37:17 am
I may have found a new Succubi Merchant bug.  My succubi merchants will arrive, have something "explode" without causing any damage or a combat report and cause several of those caught in the mini-explosion to become winded.  After this, the pulling animals will abandon their wagons as if they were destroyed and pelt for the side of the map, then everyone will leave.

At first I thought it might have something to do with having embarked on an evil biome and having dwarf blood falling.  Perhaps some syndrome from the rain (which I am not ruling out completely, yet).  Thing is, it only happens with Succubi merchants.  Orcs, drow, goblins..all are just fine with the weather.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on August 08, 2014, 06:41:56 am
I may have found a new Succubi Merchant bug.  My succubi merchants will arrive, have something "explode" without causing any damage or a combat report and cause several of those caught in the mini-explosion to become winded.  After this, the pulling animals will abandon their wagons as if they were destroyed and pelt for the side of the map, then everyone will leave.

At first I thought it might have something to do with having embarked on an evil biome and having dwarf blood falling.  Perhaps some syndrome from the rain (which I am not ruling out completely, yet).  Thing is, it only happens with Succubi merchants.  Orcs, drow, goblins..all are just fine with the weather.
If that happens again, look at the winded merchants and use "showunitsyndromes" in dfhack. That will tell you exactly what has happened, which helps Boltgun a lot with fixing it.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on August 08, 2014, 06:24:15 pm
I dropped my Linux r5-ish DFhack build into MDF 6, and applied my Masterwork/DFhack patch (which updates some of the "unknown" fields in some of the scripts to their new DFhack r5 values -- it's probably quite incomplete, but it's a start).  Then I started over from the initial embark save of my Succubus dungeon.  I've played a month and half so far, which is better than I managed yesterday.  We'll see how it goes.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on August 09, 2014, 01:01:27 pm
In the Tanner's Shop, there are so many duplicated keys...

Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on August 09, 2014, 01:03:21 pm
In the Tanner's Shop, there are so many duplicated keys...

  • f is used for both gut rope and stomach waterskin
  • o is used for both "make thin pieces from leather" and "Upgrade leather I (boil in oil)"
  • l (lowercase L) is used for "tan skin" and "make vellum", as well as "Upgrade leather III (lamellar)"
  • t is used for both "tan any hide" and "tan any sheared hide"
  • c is used for "shear a fur for hair and leather" and "clean and tan a pelt into fur"
  • s wins the prize. It is used for "Upgrade leather II (vermin)", "Upgrade leather II (bone)", "Clean scales", "Upgrade leather II (tooth)" and "Upgrade leather II (horn)"
I think thats all exclusively my fault. and will probably be across all races. I added it to my list.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on August 09, 2014, 03:35:44 pm
It appears sparring Succubi who have learned the torrid kiss can start fires.

(http://wooledge.org/~greg/df/barracksfire.png)

(http://wooledge.org/~greg/df/sparring-kiss.png)

I'm trying to see what started the fire, and... that's all I can find.

-------------------------
Gah, why did I ever let them even THINK about building a temple of fire...

(http://wooledge.org/~greg/df/more-fire.png)

------------------------
And shortly after that:
Segmentation fault (core dumped)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Rekov on August 10, 2014, 04:53:10 am
Can black roses and bloodworms be farmed? If so, are they restricted to certain biomes and seasons?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Treason on August 10, 2014, 07:08:55 am
Can black roses and bloodworms be farmed? If so, are they restricted to certain biomes and seasons?

Black Roses can be farmed.  They grow naturally in evil biomes.  They can be grown anywhere that is not Freezing.

Bloodworms also grow in evil biomes, but I've never actually seen any, let alone tried to farm them.

Edit: Bloodworms, as according to the raw files, are subterranean.  Then again, the raw file for black roses and bloodworms is a little..messy..at least my version is; so I cannot easily tell if all the right coding was completed.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Rekov on August 10, 2014, 07:26:33 am
Can black roses and bloodworms be farmed? If so, are they restricted to certain biomes and seasons?

Black Roses can be farmed.  They grow naturally in evil biomes.  They can be grown anywhere that is not Freezing.

Bloodworms also grow in evil biomes, but I've never actually seen any, let alone tried to farm them.

Edit: Bloodworms, as according to the raw files, are subterranean.  Then again, the raw file for black roses and bloodworms is a little..messy..at least my version is; so I cannot easily tell if all the right coding was completed.

I could have sworn I had Black Rose seeds and never saw the option to plant them. I'll do a little testing. They also aren't currently in the Plants and Trees section of the guide, so they'll probably need to be added at some point.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on August 10, 2014, 07:58:37 am
I think all the "errie rocks" that you make in the summonings (which just rigger autosyndrome) should be either called "eerie rock", or have the name of the creature, like "summon rat thing".

This part:
(http://i.imgur.com/4yqWKoz.png)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Treason on August 10, 2014, 08:50:13 am
Still getting the "pool of fireball" that ends up slaying some of my succubi caravans.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on August 10, 2014, 09:06:10 am
Maybe its INORGANIC:MAGIC_FIRE_AMMO_BY_INTERACTION. It had no SPECIAL tag. All other fireball materials do have that. But succubi have no access to this material.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on August 10, 2014, 09:30:55 am
Some progress on the testing and all. I am trying to run df with Wine and see why it is crashing so much.

Little clue as to what is causing fireballs, I suspect it is brought as a creature extract. Does the add pet script still cause bugs with caravans? I might forbid all pets if it is fixed. The civ does not have STONE_PREF, meaning that they should not bring rocks to start with.

Eerie rocks are generic do-nothing rocks, they do not even trigger autosyndrome. They are here when there is nothing to produce because everything is done by scripts, but the worker still need xp. It is the same rock for all the summoning, so they cannot be renamed per reaction.

I think bloodworms are not growing, they need a new biome definition.

About torrid kiss, almost everything from the temple of fire will end with wildfires in one way or another.  :P

In addition I have a new bug, I had invaders rush inside using the abyssal temple, and once caged and converted the siege was still active. Except there is no invaders anymore.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: jason0320 on August 11, 2014, 03:37:19 am
Some ideas:
how about some weapon grade glass/gem that can be made into armor/weapon like orc's ashland/ebon glass
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on August 11, 2014, 08:36:02 am
Why not take ashland and ebonglass? ;)

There is also a GLASS_GREEN_WAR, GLASS_CLEAR_WAR and GLASS_CRYSTAL_WAR, which is are fake glasses with metal template, to get proper stockpiling and equipping of glass items. (military with any-metal armor will take those)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on August 11, 2014, 09:23:16 am
The war glasses are already in, as well as war gem. Ashland and ebongrass will be there after the next bugfixes.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Insanegame27 on August 14, 2014, 05:11:08 am
The war glasses are already in, as well as war gem. Ashland and ebongrass will be there after the next bugfixes.
I can just imaging a succubi running towards an enemy swinging a sword and wearing glasses
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on August 14, 2014, 11:05:14 am
The war glasses are already in, as well as war gem. Ashland and ebongrass will be there after the next bugfixes.
I can just imaging a succubi running towards an enemy swinging a sword whip and wearing glasses

Fixed. ;)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Arcvasti on August 14, 2014, 12:00:12 pm
You know, SOME people think ebonglass is so valuable because it can be made into weapons are armour. They're wrong. Its valauble because you can make it into SHADES.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Rekov on August 16, 2014, 06:36:03 am
So these aren't Succubus specific questions necessarily, but I encountered them in this mode:

1. Cauchemars cannot eat dead grass, is this correct? I apparently embarked on a region that only had dead grass, and discovered this.

2. I thought the first cave level was supposed to be mossy grass. Mine was completely devoid of grass.

3. That lower cave level that has tiles down seems to be spreading. Are "tiles" supposed to start growing in my underground soil areas?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Treason on August 16, 2014, 07:47:50 am
So these aren't Succubus specific questions necessarily, but I encountered them in this mode:

1. Cauchemars cannot eat dead grass, is this correct? I apparently embarked on a region that only had dead grass, and discovered this.

2. I thought the first cave level was supposed to be mossy grass. Mine was completely devoid of grass.

3. That lower cave level that has tiles down seems to be spreading. Are "tiles" supposed to start growing in my underground soil areas?

1. Supposedly, nothing can eat dead grass.  Dry grass, yes, but if it's dead, it's no a meal
2. Having a cave layer devoid of subterranean grass happens sometimes, particularly if during world gen, the cavern cannot get access to water
3. The "tiles" are the subterranean grass of the third layer.  Whenever you breach a layer, the grass of that layer will grow anywhere there is mud/soil and underground.  Grass spores from each travel through the air.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Rekov on August 16, 2014, 08:40:54 am
I guess I thought it was weird that it could spread, since they're supposed to represent tiles. I don't suppose it sustains grazers, does it? I might not have to call this fortress a wash.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: slay_mithos on August 16, 2014, 09:04:55 am
It does have the [GRASS] tag, so it should serve as food for grazers just as well as normal grass.

As far as I can tell, all the cavern grasses can serve to feed grazers, just like the vanilla ones.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: zach123b on August 16, 2014, 10:47:32 am
i personally dislike the different grass tiles for underground, the grass tiles getting messed up in the fort bothers me
i usually wait until late game to breach the 2nd and 3rd caverns so it isn't an issue as much

there use to be a button in the gui to toggle the different grasses but i don't see it anymore : /
could mod the grass to all use the same green tiles though
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Rekov on August 16, 2014, 01:02:16 pm
So in reading the 'Getting Started' section of the manual, I came across this:
Quote
You will start with 2 cauchemars. Those can follow in simple fights or provide your with early milk.

I have on occasion started with one cauchemar, and on my latest go didn't start with one at all. I seem to be starting with a ton of rat things and drowspiders though. Is this intentional?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on August 19, 2014, 01:03:12 pm
I need to update this, you start with pack animals when possible and drow spiders count.

Ebonglass shades would be cool, if I can find a use for this.  ;)

On the other hand :
(http://blog.devduweb.com/files/show-powers.png)

You can now check for the upgrades provided to your succubi at the temples of sin or fire. I also added it to the orcish altar of storm and the warlock center library. This script can also be ran directly by selecting a creature or even bind it to a key if you wish.

I have a bug however with twbt, it seems that the screen turns completely into ASCII and remain so after dismissing the dialog box. You have to move around or enter a menu to recover. Perhaps I do not have the latest version of the plugin in the github master.

After some testing it will br sent for the next release.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on August 19, 2014, 01:06:08 pm
Oh, thats fancy. :)

And the twbt tiles stay till they need to be updated, for example if you open the menu or change zlevels...
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: smakemupagus on August 19, 2014, 06:57:27 pm
Oh, checking for powers is nice!

 8) /ebonglasses
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: slay_mithos on August 19, 2014, 07:07:15 pm
This "ascii transformation" is an issue that hits a lot of plugins too, including "workflow".

My guess is that dfhack has to do this in order to be able to put a "window" on top of the game, because it actually renders tiles above the normal layout.
Just a guess, but it explains it pretty well in my opinion.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: yangabriel on August 24, 2014, 12:22:46 pm
Hello! Could you answer this for me?

Recently i started with succubus civilization, and i`m enjoying better than warlock.
Some problems i had in the start was a invasion of dwarves with titanium equipments and the worse was copper. I did't had the strength to deal with them, and i knew i would lose so i got a outside source(dfhack) to burn them with lava and wall 2 of them with obsidian, not a right way to enjoy a game by hacking but i don't want to lose so soon.
 So i build some vanilla builds first and them i remembered about the others from the mod like ( temple of sin, temple of fire, etc) So far i dont know much about nightmare temple and abyssal temple, i know that the nightmare bring some traders from hostile civilization to our base, but do they come with a army?
 I had some issues with hunters, they did't hunt so i decide to look better and made some quivers, curved bow, arrows. So they decided to hunt some coyotes but killed nothing, they had terrible skills with hunting. Is normal to a hunter dont hunt swan? and flying animal?
My next issue is about farming, i made farm plots in the dirt in the cave and outside. None of them produces plants or grow, do i need a special thing with this mod?

The problems with the plants only made summon creatures impossible, and cultivate soul in the soul well take along time ( i managed to get 1 so far) so i decide to look a strong summon that i could get the recipe easy. Them i looked the Obsidian Colossus, i had to mine until i get to the bottom of the earth and found the netherworld( had to block it with obsidian wall from the dfhack :/ ) So i could make the Obsidian colossus and is my only defense so far for further attacks.

My real problem is the farm plot issue, they dont grow and is being a pain.

Thank you for you time and i hope you can answer my question.
 :)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: smakemupagus on August 24, 2014, 12:29:46 pm
Farming looks like it works fine in Boltgun's community fort.
http://www.bay12forums.com/smf/index.php?topic=139674.msg5408442#msg5408442
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: yangabriel on August 24, 2014, 12:41:10 pm
But i planted the crops for about 6 months ago, and until now there's nothing growing.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: yangabriel on August 24, 2014, 12:59:53 pm
Another question.
How can i make my obsidian colossus join the army or train it?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: smakemupagus on August 24, 2014, 01:14:35 pm
But i planted the crops for about 6 months ago, and until now there's nothing growing.

Do you have harder farming enabled? 
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Kartag on August 24, 2014, 01:48:10 pm
Another question.
How can i make my obsidian colossus join the army or train it?
You can train it as a warbeast and assign it to a soldier. Technically it's a pet, not a civ member.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: yangabriel on August 24, 2014, 03:56:15 pm
But i planted the crops for about 6 months ago, and until now there's nothing growing.

Do you have harder farming enabled?
How can i enable this "harder farming"?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: smakemupagus on August 24, 2014, 04:02:05 pm
On the Masterwork GUI, tab "Misc. Features," column "Balance changes."

It makes crops take a while longer to grow, you'll get only one or two harvests per year.  It is still quite possible to feed and drink your whole fortress on grown crops once you get skilled farmers and maybe fertilizer, but the first year or two you might want to supplement with hunting/fishing/caravan food.

I've not played succubus mode yet but i think this setting still applies.

if your fort has planted crops and you're waiting for harvest for more than one or two month, but less than one year, this is probably what is going on.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: zach123b on August 24, 2014, 04:04:06 pm
i believe its 1 year for all plants underground and trees above ground then 2 months for above ground crops with harder farming on
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: yangabriel on August 24, 2014, 04:07:23 pm
hmm...
thanks for the help, now i disabled everything from the hard section to see, i`m not much experienced in dwarf fortress, so for me it might be a good idea.

Thank you ^.^
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: smakemupagus on August 24, 2014, 04:18:20 pm
no problem good luck :)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: yangabriel on August 24, 2014, 04:19:14 pm
Another question if you guys dont mind!

My obsidian colossus don't seem to be training or doing anything, he only hang out in the meeting room, any idea?

and no one is training him, do i need some special place ? or items ?.

edit: he's in the civilian list classified as tame
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: yangabriel on August 24, 2014, 04:29:33 pm
one more question...

I was reading about a new ore named meteoric and it says that the source is a meteorite(obvious), but the real question is, i need to wait until a meteorite falls from the sky or it might be in buried in the earth?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: yangabriel on August 24, 2014, 06:25:50 pm
i trained my summons and they have the trained mark on them but i still can't have the option to train them for war or hunting :/
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: zach123b on August 24, 2014, 07:01:23 pm
it's poor forum etiquette to post more than once when there is an [edit] option, some may yell hehe

but tame means it is a pet and therefore incapable of training other than for hunting or war, no pets can be trained to have higher trained skills, such as biting, other than through certain special reactions due to dfhack.  gnomes have a way

i think meph took meteorite out of the game because it was redundant for it was close to steel and didn't offer anything new, i might be wrong.  it was in the dirt levels of an embark but it was really rare, no meteors though

it depends on the creature for hunting/war (a tentacle monster can't hunt) but you need a civilian with animal training and a training zone (often used with pasture or meeting hall zone), it'll be under 'i' for zones from the menu
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: yangabriel on August 24, 2014, 07:58:21 pm
thank you :)

I`m sorry if i offended anyone in the forum with my manners :/

I`m really sad about that because cerberus need meteoric to summon.  :'(

Thanks anyways
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: smakemupagus on August 24, 2014, 09:49:58 pm
looks like it's still there

Searching for: meteorite
inorganic_metal.txt(964): [STATE_NAME_ADJ:LIQUID:molten meteorite]
inorganic_metal.txt(965): [STATE_NAME_ADJ:GAS:boiling meteorite]
inorganic_ore.txt(691): [INORGANIC:METEORITE]
inorganic_ore.txt(694): [STATE_NAME_ADJ:ALL_SOLID:pure meteorite]
Found 4 occurrence(s) in 2 file(s)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on August 25, 2014, 04:56:37 am
Meteorite is a rare metal, it is found one square at a time in soil layers.

I'll work out the obsidian colossus not making itself useful.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: yangabriel on August 25, 2014, 08:10:12 pm
A forgotten beast appeared so i put the colossus at test, and the only way i had to make him go to the mines was by placing a pasture zone and put him in there. So he waited until i got my miners to dug the beast inside, and pretty much the colossus killed the beast without a scratch.

 Another question!
I killed the first invaders by using cheat( burned them with lava) but now the SIEGE alarm won't go out even with them all dead, any idea?
i think because of that no caravan or attacks are coming anymore :/.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on August 25, 2014, 08:40:13 pm
Masterwork uses "hard farming" by default, because it is closer to how real-world plants work.

Underground crops take 1 year to mature, but all seasons are equal.  Above-ground crops take 1 season to mature, and almost all of them will wither (vanish) in winter.  So, for above-ground crops, you want to do your planting in Spring and Summer.  This will get you 1 harvest in Summer and 1 in Fall.  Don't plant anything above-ground in Fall or Winter, or you'll lose the seeds at the end of Fall.

Compared to vanilla, you need more tiles for farming in Masterwork.  Probably 2-3x as many.

However, Herbalism is comparatively awesome!  When those bushes are ready to harvest, you get plants immediately.  You can get a huge number of (random) plants this way, in the year that it takes for 1 crop to mature.  Dig a big underground soil area, and pierce a cavern....
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on August 26, 2014, 01:05:01 am
I have the same siege bug on my fort and I am trying to figure out why.

Edit: I tried removing the intelligent tag on a few creatures when summoned and I found out that nightmares crash the game when butchered.

This is also a problem for warlocks too since they can butcher sentient creatures and killing nightmares, who populate in evil biomes, will lead to a crash.

I also need to test the full extend of removing intelligence. I read on the wiki that skills does not work for animals, but I am sure that it affect their attack choices. I'll try a few arena battles to figure it out.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on August 26, 2014, 04:03:36 am
Combat skills affect animals, like dodging, biting, or grasp-strike for claws/talons.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on August 26, 2014, 04:23:41 am
Good, that make me wonder why nightmares have the ability to speak.  :P

On another news, demon dogs came uninvited in the list of HFS creatures, it will be search/renamed it to DOG_DEMON.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: yangabriel on August 26, 2014, 04:28:32 pm
does the siege bug effects further attacks or caravan to come?

edit:

Omg my obsidian colossus now is legendary in fighting and brawling because he killed the forgotten beast :O

edit:
Omg sometimes when i click M to see units a annoying things come out about preferences . . .

EDIT:

Omg the only thing that attacks me now is forgotten beast nothing else happen, no more caravans or invasions is being boring for real not even call caravans in the nightmare temple works , that sucks :/

EDIT:

For a long time i don't have more emigrants i`m stuck with 19 succubus and my only defense are my hellhounds fire imp and 2 obsidian colossus.

Edit:

How i trade in the Attorney's stock because i have a soul item and i want to buy the codex of rose but the option still red and i can't make slades or anything...

and how i make styngian bronze bar?

Edit:

I give up succubus have alot of problems and etc.. i will start playing with gnomes from now on thanks anyways.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on August 27, 2014, 02:55:29 am
Too bad, I am still trying to figure out the siege bug. It seems to happen when the invader leader dies or is caged in a few rare occurrences and is not properly set as gone. It does not seem it can be worked around, it happened because you dropped magma and for me because I used cage traps. Perhaps it has something to do with low numbers of enemies.

If sieges can be deactivated through dfhack I'll add a reaction to flip it off and possibly repel the invaders.

I'll give calling another invasion a try (force siege PLAINS, in dfhack's console) to see if it solves it.

Stygian bronze is made at the smelter (and the metallurgist after the next mdf release). It requires bronze and a flux stone.

I'll probably remove the eternal rose, it was imported from warlock, requires 25 souls (the help screen does not properly mention that) and I don't feel it brings much.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: yangabriel on August 27, 2014, 03:55:21 pm
my succubus fortress still there, i will wait until the bug is fixed ^.^
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Treason on August 31, 2014, 08:00:36 am
Yet another "bug" of sorts, one I've had before but never bothered to bring up.

I've had instances where when I go to convert prisoners, only half of them are transformed into summoned souls and the other half remain human/dwarf/elf, etc, but turn friendly and tame.

Upon release, though, all of them are affected by permanent dizziness.

Screenshot
Spoiler (click to show/hide)

I thought it may disappear if I were to convert one of the changed succubi again, so I had one of them become a fireborn succubi.  No such luck; the dizziness carried over.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on August 31, 2014, 08:29:23 am
Where the converted humans in this screenshot? They might have their anti cave adaptation going on, in that case it must be removed.
Otherwise this is an issue of the caste list, it was fixed for dwarves and gnomes but the human release probably added new castes that must be included.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Treason on August 31, 2014, 04:20:11 pm
Where the converted humans in this screenshot? They might have their anti cave adaptation going on, in that case it must be removed.
Otherwise this is an issue of the caste list, it was fixed for dwarves and gnomes but the human release probably added new castes that must be included.

I have a few humans captured in this new fort I have going, as well as a couple elves.  I'll experiment and report back.

Edit:  Sure enough, when I lined up the guilded humans who'd been stuck underground for a while alongside the elves who'd been stuck even longer, and corrupted them, the elves turned into cambions and the humans stayed the same but were "tamed."  Upon release, the cambions were fine but the humans were permanently dizzy.  On a whim, I drafted them all into the military and stationed them outside.  Extended periods of outside exposure did nothing to mitigate their dizziness.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on August 31, 2014, 06:21:36 pm
My guess: The conversion interactions have HUMAN:MALE and HUMAN:FEMALE, but not all the new castes like guilds and adventurers and squires, knights and paladins that I made for them.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Treason on September 01, 2014, 06:58:08 pm
Something I have been meaning to ask since the extra summons were added to the Summoning Circle..

How does one go about gathering "liquid fire" which I see is needed to do various fire related summons?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on September 02, 2014, 04:21:23 am
Something I have been meaning to ask since the extra summons were added to the Summoning Circle..

How does one go about gathering "liquid fire" which I see is needed to do various fire related summons?

You capture fire snake and extract the liquid from them at the butcher shop. If capturing them is too hard, I might add a reaction to generate fire vermins.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Treason on September 02, 2014, 07:07:14 am
Something I have been meaning to ask since the extra summons were added to the Summoning Circle..

How does one go about gathering "liquid fire" which I see is needed to do various fire related summons?

You capture fire snake and extract the liquid from them at the butcher shop. If capturing them is too hard, I might add a reaction to generate fire vermins.

Now, see, this is why I love dwarf fortress in general.  I've been playing and tinkering with this thing for years, but I never have captured and milked a fire snake before.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on September 06, 2014, 04:51:39 am
Something I have been meaning to ask since the extra summons were added to the Summoning Circle..

How does one go about gathering "liquid fire" which I see is needed to do various fire related summons?

You capture fire snake and extract the liquid from them at the butcher shop. If capturing them is too hard, I might add a reaction to generate fire vermins.

Now, see, this is why I love dwarf fortress in general.  I've been playing and tinkering with this thing for years, but I never have captured and milked a fire snake before.

Cool, tell me if you are successful. I want to know how hard it is to summon the fire beasts.

The human castes has been added to the corruption interaction, so now they will transform as intended. The anti cave adaptation will be cleared later on.
This chance is in the github master and should be integrated for the next release.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Violaceus on September 10, 2014, 05:02:32 am
How do I use souls? I runned the reaction in soul well near refuse stockpile, several bodies turned into souls, but still I couldn't run reactions in fire temple... Do succubi need to store them in something, like warlocks do? I tried creating soulgems but it didn't work...
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: slay_mithos on September 10, 2014, 10:41:19 am
Most reaction need a specific number of souls (plus a few other components).

When you want to make sure what is preventing you from running a job, try assigning it via the manager's screen (j-m), the cancellation message is often pretty explicit.

If it's really the souls, then try to see if it is the usual things that can conflict with workshop jobs (burrows, 'g'ive orders on stockpiles)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on September 10, 2014, 02:13:48 pm
Since souls can't be stockpiled (apparently that's by design), it's hard to get them used properly.  I tend to manually dump them somewhere near the workshop, then reclaim them and remove the dump zone.  And of course a reaction that uses a soul can't be done in a workshop that has ANY stockpiles giving to it.  At all.  You have to let the workers grab random crap from all over the map, like dwarves in 0.31.x.  The best you can do is try to have all the other, stockpilable things somewhere near the workshop too.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Treason on September 11, 2014, 08:56:29 pm
I just had a balrog show up.  Guess she wasn't too happy about her former slaves leaving and came to drag them back.

Too bad for her, she came in the middle of a goblin merchant visit.

She's now the centerpiece of my new zoo.

Edit: ..Okay, weird.  I just had to abandon the fortress because everyone started bleeding to death from some cause I can't determine.  There were no forgotten beasts with deadly blood anywhere, the temperature is mild so no burning rains..and I'd cleaned everyone and everything of any contaminants.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: 94dima94 on September 20, 2014, 09:22:57 am
Can succubi build a magma kiln? I need it for my mass production of clear glass windows, but I can't find it...
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on September 20, 2014, 09:35:58 am
It should be in the furnace menu after finding lava. That should br no different from a there races.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: draeath on September 23, 2014, 05:03:21 pm
Edit: ..Okay, weird.  I just had to abandon the fortress because everyone started bleeding to death from some cause I can't determine.  There were no forgotten beasts with deadly blood anywhere, the temperature is mild so no burning rains..and I'd cleaned everyone and everything of any contaminants.

dfhack's deathcause (https://github.com/DFHack/dfhack/blob/master/scripts/deathcause.rb) might help, if you've got a save laying about still.


So I'm thinking of firing up a Succubi game. However, I'm not even competent with vanilla dwarves, yet. Any pitfalls or earth-shattering bugs in MWDF 6.1 I should know of going in? ;)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on September 26, 2014, 11:21:06 pm
Succubi is closer to vanilla if you don't build the summoning circle or temples so you can learn at your rate. They also immune to warpstone but lignite dust is still deadly.

I recommend looking at the summoning circle and well of souls first, then learn to corrupt prisoners.

The well of souls is an important resource producer, but it can be a bit tricky. You should place it in or behind the refuse stockpile. For some reasons the burrows bug seems to hit it often, making trapping souls in gem difficult. Placing a cut gem stockpile next to it seems to do the trick. Same thing about basilisk horns.

Biggest bug so far are the invasion tag not being lifted despite the elimination of the invaders. I don't think it is specific for succubi but since you cage and burn them a lot it is more likely. I am working on it, so far I found out that the altar or nightmares can trigger further invasions, possibly clearing the siege tag once defeated.

Late game, expect a lot of wildfires.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: draeath on September 27, 2014, 05:22:14 pm
Late game, expect a lot of wildfires.

You see, it is possible to win Dwarf Fortress. Winning typically involves magma, wildfires, and various combinations of the two.

Oh... you may/probably already know, but the Warlord Entourage embark profile seems hosed - starting expedition members have "negative" scores meaning they get assigned more than is possible to assign them, and the overall embark profile seems to expect you to have many more embark points than the default. I can live with the first, but do you happen to know what embark point total it's targeted for?

I'm aware that I should be able to build a functional fort playing the same way that I would with vanilla dwarves. Is there anything they -cannot- produce that should be handled at embark or via trade? (think anvils in vanilla)

Final question is more generic. I want to try an evil embark, both because I'm told they enjoy it more, and because why not. However, I want to avoid being overrun with zombie skin and the like - is there any way to know ahead of time if a biome is reanimating?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Treason on September 28, 2014, 07:10:01 am
Final question is more generic. I want to try an evil embark, both because I'm told they enjoy it more, and because why not. However, I want to avoid being overrun with zombie skin and the like - is there any way to know ahead of time if a biome is reanimating?

Anything Haunted and above and you will run into the never dying.  Sinister is hit or miss, in my experience.  Mostly miss.

Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on September 28, 2014, 09:31:06 pm
Indeed, should look for sinister and if it start with a rain of blood, you are in easy mode.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: draeath on September 29, 2014, 08:44:47 am
Sweet, thank you both!

I'm sure I'll be back to play 200-newbie-questions later :P
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Desimus on September 29, 2014, 02:07:42 pm
Final question is more generic. I want to try an evil embark, both because I'm told they enjoy it more, and because why not. However, I want to avoid being overrun with zombie skin and the like - is there any way to know ahead of time if a biome is reanimating?

Anything Haunted and above and you will run into the never dying.  Sinister is hit or miss, in my experience.  Mostly miss.

Well guess there was something wrong with my world gen then since i embarked on a sinister biome and 2 ingame months later the undead never stopped appearing, i was doing so many Dump commands in order to take them to my atom smasher that i kinda stopped improving/digging my fort  :'( and even when i managed to get all of them more would appear after one ingame day. Also i'm on a Terrifying biome embark right now and... no undead... or reanimation at all...heck of a lot of slugman/snailman though *i used the F1 F2 commands to make sure i was only in the evil biome*.

Quick question.. is there a way to know if the evil embark you going to try has Dead grass? That kinda halted my progress on two other forts since i would run out of booze by winter and could not forage for more plants  :-[ .
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: slay_mithos on September 29, 2014, 05:32:59 pm
The sinister biomes are not all the same, there are a lot of rain and cloud types, not all of them reviving the undead.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on September 29, 2014, 08:34:31 pm
Dead grass is evil biome is the same rule as normal biomes, it depends of temperature mostly. Otherwise, yes, it's a hit or miss.

I don't clearly remember but perhaps you can set the number of random evil clouds and such at worldgen. Setting it to 0 will lower the chance of undead biomes.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: AquaMouser on October 09, 2014, 11:56:41 am
i had the neverending siege story bug aswell, so i made seperate save files, and started playing with dfhack.
What happend to my sieges, was that some invading animals were still alive and sticking on the map, but not counting as invaders, while still being there due to the invasion (if that makes some sense).

Same happend to some test forts i made (aka, give alot of pop, running at  max calender speed), every time the siege would not lift, it was cus of a sneaky lil bugger either with mounts, pets or sneaky gits still in stealth.

Hope that can help ya'll abit.

And have a question for you, after giving an answer (a question for a question and an answer for an answer :P) For the lovely lady fortress (succubi) and maybe other ones, i dunno, i only tend to play with ze ladies. About making clay stuff, am i right that i need a clay oven aswell as a pottery to finish the products? or am i overlooking things and it can all be done in 1 building?

Thanks in advance.

Aqua
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on October 09, 2014, 12:43:46 pm
Thank you for the help, that is not as troublesome as I thought then. There is a reaction "lure invaders inside" that may cause the sneaky invader to run into the fort, that may help.

Finding out what creature causes this would help, this tend to happen on dwarven invasions.

As for potery, it follows the masterwork design, so you need the pottery and kiln. I rarely do pottery myself but afaik I imported everything that was needed.  :P
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: AquaMouser on October 09, 2014, 05:20:11 pm
Thanks for the quick reply Boltgun, and yeah, i know about the lure invaders, tho i tend to die out unless i cheat before it really is troublesome for me. Asfor the type of beasts that it happens with, i've had it happen with white tiger men, grizzly bears, emu's and elves in ambush from what i remember at this late time (for me atleast, am really really sleepy :D)

And for the pottery/kiln,  i embarked in a vulcano area, and it told me it had trees there in the corner part of my embark, sadly i still have to find them, i brought enough stones to quicky erect some walls, but i got nothing to make beds with, so am quickly gonna make a lava kiln and already have a pottery ready, just to get some beds. I mean, i don't want my cute lil lasses to sleep on the floor much longer, if i do, my life will be in danger :P
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on October 09, 2014, 06:34:26 pm
And for the pottery/kiln,  i embarked in a vulcano area, and it told me it had trees there in the corner part of my embark, sadly i still have to find them, i brought enough stones to quicky erect some walls, but i got nothing to make beds with, so am quickly gonna make a lava kiln and already have a pottery ready, just to get some beds. I mean, i don't want my cute lil lasses to sleep on the floor much longer, if i do, my life will be in danger :P

Make beds out of gems.  (It's been a little while since I played, so I don't remember the exact prerequisites here, other than gems obviously.  I don't think wood is required at any step, but I apologize if some detail slipped my mind.  If you need fuel for furnace reactions at some point, remember that Succubi can heat up stones to make charcoal.)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: AquaMouser on October 10, 2014, 01:21:04 am
Hehe, i know of the beds made out of gems, sadly i found only 3 squares of gems as of now, and seeing as i still get accidents with miners being burned alive when i try to tap a vulcano, i need those gems to capture souls so i can make them fire immune.

And it's not that i don't know how to safely tap into magma, it's just that everyone calls me murphy, cus everything that can go wrong, does go wrong for me :D Frell even erecting a single wall tile can take up to an hour for me, with using the restricted road trick and replacing the bloody thing everytime the succubus decides that she cannot make the wall cus someone is standing on the site, and that certain someone is always her :P
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: tschib on October 11, 2014, 12:27:21 am
maybe consider digging into the caverns to access the fungitrees to resolve the bed problem;
is it possible to craft bedrolls out of leather/cloth?
also consider cutting soulgems out of plain rocks because they get discarded on use anyway
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: AquaMouser on October 11, 2014, 11:13:40 am
Thanks for the tips tschib, sadly cutting the basalt gems to store souls sadly doesn't work, but atleast i can make beds with them :D

So now i have Basalt Gem Beds for everyone in the fort :P

Maybe i should wait untill i get a Large gem from the basalt, and then recheck the soulcatching machine *muhahahahahahaaaaaahw* (if that is even possible, time will tell, my jc's aren't the greatest yet)

But this means i got clay, fire clay and gems for furnitures, roll in the sieges now :S
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on October 11, 2014, 11:32:35 am
The well of soul accept small cut gems so you might get soul gems out of basalt, and souls.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: AquaMouser on October 11, 2014, 12:09:54 pm
weird, i got 35 basalt gems of varying epicness', no large gems, several lost souls from killed wildlife, but the option to capture the souls into cut gems is red

Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on October 11, 2014, 12:12:05 pm
weird, i got 35 basalt gems of varying epicness', no large gems, several lost souls from killed wildlife, but the option to capture the souls into cut gems is red

The best is to try cutting an actual gem and see if it is still red, the workshop get hit by the burrow bug quite often. If it is still red afterward, you can try making a stockpile for cut gems only, located next to the well.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: AquaMouser on October 11, 2014, 05:33:09 pm
Well it was a bug, but i had to fix it abit different (well maybe a bug, but it was weird either way :P)

I tried to cut the 4 amethysts i had mined out, but they were not on the list of my jc, i made another jc to see if they pop up, since they were in my stocks list, and i have seen them in their bin waiting to be cut. And well they were in the 2nd jc, but not the first, so i tried cutting them, but with the very first try, it gave me the message no amethyst available. Made a 2nd stockpile for only gems, and to take it from the bigger stockpile where other stuff get stored. But this time, the amethyst was removed from the 2nd jc aswell (the add new task list i mean). Dismantled and rebuild it, and they showed up again, but when i tried to cut them, poof they were gone.

After observations i made, is that the jc always lost the chance to cut the amethyst, whenever my succubus picked up the gem bin to grab another gem (basalt gems, still making them :P). But once the gem bin was finally filled, and they started a new bin to pick it up, the amethyst could be cut, but before that, i checked the Well of souls, and the option to capture souls with gems was grey, before i even cut the amethyst.

It seems the thing that happend was that once a bin/barrel/pot gets grabbed, all the items in it, unless specifically used, disappear from the world, untill it get's put back into the stockpile.

I really hope that this long explanation can help you Boltbunny, aswell as any other modder/player that encounters it.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on October 11, 2014, 05:37:44 pm
Quote
It seems the thing that happend was that once a bin/barrel/pot gets grabbed, all the items in it, unless specifically used, disappear from the world, untill it get's put back into the stockpile.
This is a perfectly normal, vanilla DF behaviour.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Insanegame27 on October 11, 2014, 05:44:17 pm
Also try building a jc in the open because of the solid tiles
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on October 11, 2014, 05:55:19 pm
jc?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: AquaMouser on October 11, 2014, 06:09:46 pm
ah, uhm jc is short for JewelCrafter

And asfor it being normal vanilla behaviour, i wouldn't know, i never played vanilla, those succubi hooked me in, and told me that i would become an imp if i didn't entertain them ;0)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on October 11, 2014, 06:18:06 pm
Thank you. I thought of Jeweler or Gemcutter all the time, but neither one fits. ^^
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: AquaMouser on October 11, 2014, 06:24:58 pm
Been playing too much wow besides DF, i blame it on that :D
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Desimus on October 14, 2014, 04:53:12 pm
I think i may have stumbled into a bug, out of nowhere some of my animals/pets *tamed* started to scare my workers and even some left their zones *quite big so no overcrowding issues and no invaders* to attack my workers...nothing in the logs that suggest that they may have gone berserk for X or Y reason. Just the job interruptions by Tamed animal.
Second i wanted to ask if succubi that knows Torrid kiss is immune to it? because my one and only succubi that knows that skill was hospitalized a few years after learning it, diagnosed with "Torrid kiss" and had the "Rotten tissue excised from tongue". I figure that she may have fought the crazed animals and used that skill only to get infected by it or something *2 animals an orthi and a cauchemar* both animals bodies were rotted and walking around while creating miasma.

Edit. She is also a firesuccubi and apparently she now has splints on all her extremities including her tail lol  :o .

Edit 2. Ok.. now some random syndrome is affecting my fort *suspecting a random warlock that i cant find * all their body parts start to rot and then they start to attack other succubi/pets, i use the showsunitsyndromes and all i see is the firesuccubi that learned torrid kiss and another one that is "Tipsy" from drinking too much.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: AquaMouser on October 14, 2014, 05:51:16 pm
I also have a new thing, i was visited today by the Drow, and 1 of the caravan-pulled thingy was insanely slow. Everything in the world took 20+ steps, and the caravan took 1. The whole caravan group had 2 pulled caravans, and 5-6 walking packanimals and several guards. The first pulled caravan was there as fast as all the other caravans, but the 2nd one, well they are walking out (no obstructions on the path, am using the trick Meph showed me with his human tutorial with walls every 2 slots and a bridge on the end), but it is taking them 1.5 years now.

Modify Addendum1: Seems the goblins now have the same bug, 1 is fast 1 is slow
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: greycat on October 14, 2014, 06:39:03 pm
Second i wanted to ask if succubi that knows Torrid kiss is immune to it? because my one and only succubi that knows that skill was hospitalized a few years after learning it, diagnosed with "Torrid kiss" and had the "Rotten tissue excised from tongue".

When your succubi gain new powers (like Torrid Kiss), it's done by giving them a "syndrome" which permanently alters them.  These syndromes count as diseases which can be diagnosed (with some very low probability of success -- usually it won't show up).  So, that diagnosis is completely benign.  The rotten tongue tissue... well, I don't have an explanation for that.  Any idea what she attacked that might have had a necrosis-inducing syndrome?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Desimus on October 14, 2014, 06:50:04 pm
Second i wanted to ask if succubi that knows Torrid kiss is immune to it? because my one and only succubi that knows that skill was hospitalized a few years after learning it, diagnosed with "Torrid kiss" and had the "Rotten tissue excised from tongue".

When your succubi gain new powers (like Torrid Kiss), it's done by giving them a "syndrome" which permanently alters them.  These syndromes count as diseases which can be diagnosed (with some very low probability of success -- usually it won't show up).  So, that diagnosis is completely benign.  The rotten tongue tissue... well, I don't have an explanation for that.  Any idea what she attacked that might have had a necrosis-inducing syndrome?

Same thing my entire fort is attacking/getting attacked, Random pets/Succubi are getting *infected* with something that rots all their bodies/brain and makes them attack anything that is close. Right now i lost 3 because of it and 1 is in the hospital rotting *miasma everywhere*
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: AquaMouser on October 14, 2014, 08:07:30 pm
Desimus, do you have the diseases mod on or off?

If it is on, it's prolly a disease someone brought to you, via caravans, migrants etc.
If it is off, i got no clue, but someone else prolly does
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Desimus on October 14, 2014, 08:22:34 pm
Desimus, do you have the diseases mod on or off?

If it is on, it's prolly a disease someone brought to you, via caravans, migrants etc.
If it is off, i got no clue, but someone else prolly does

They are off, wanted to avoid the extra problems !FUN!
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on October 15, 2014, 04:02:43 am
Yes torrid kiss is not the cause, there must be another disease but since the succubus contracted it after getting the power, it was displayed first. That will be fixed if I can find a better way to display someones powers list.

If you are in an evil biome, succubi pets are immune to evil plants madness but if you tame grazing wildlife you might have issues.

It might be a forgotten beast extract or something too. I don't remember if random syndromes are named but if those are not, that may be why you cannot find it.

What a poor succubus who lost her tongue...
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Desimus on October 15, 2014, 07:06:03 am
Yes torrid kiss is not the cause, there must be another disease but since the succubus contracted it after getting the power, it was displayed first. That will be fixed if I can find a better way to display someones powers list.

If you are in an evil biome, succubi pets are immune to evil plants madness but if you tame grazing wildlife you might have issues.

It might be a forgotten beast extract or something too. I don't remember if random syndromes are named but if those are not, that may be why you cannot find it.

What a poor succubus who lost her tongue...

Hmm so that may be why the cow i bought from the orcs on my last fort went crazy after i pastured it outside. Guess i will not buy any Grazing animals from merchants *Did order a lot of spider and cougars from the drow though  :P *

I believe her tongue is still there since i had a large stocked Hospital and 3 good doctors who managed to splint her up and cut the ad tissue off her tongue.

I believe i have found out the problem. In all of my forts i make a decontamination pool at the entrance of my fort so all my citizens do not bring in contaminants inside, i also made some chains outside so i can tie some pets to detect stealth intruders, i tied 2 Shothoth spawn to them and they are being dragged back inside to be milked which means they have to pass the water in the decontamination area a lot and they leave their "Foul smelling slime" in the water and as their description says "This slime however causes severe necrosis to unprotected foes." I reloaded the save from the beginning of the season which was before i put them in the chain so i can prove that theory. Also i might have to get more tentacle monsters and have them roam the fort so that they can "Clean" my succubi since it says that in their description "In addition, tentacle monsters will clean nearby succubi off contaminants, making forgotten beast diseases less likely."

So yeah apparently the succubi aren't immune to the Shothoth slime. But this only accounts to the problems i had this season not the one with the torrid kiss earlier since that was way before i chained the Shototh.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on October 15, 2014, 09:34:42 am
Ah damn, they should have been immune to Shothoth slime, I'll send a fix for the next MDF version.

One way to have non demonic grazers in evil biomes is to pierce a cavern layer (you can reseal it) then dig a large patch of underground soil. They can live off the moss.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: CyberSpyder on October 16, 2014, 12:42:53 am
It really rather feels as though succubi should have more reliable access to silk.  It would be at least the second most thematically appropriate material for them to work with, after leather.  But they're stuck scrabbling to get it the normal way - I had hoped that drowspiders might leave behind webs, since they have the webber tag, but they don't seem to do so, and they're not very good for the complicated method of silk farming, either, since they have a very limited range on their web blasts.

Giving them access to the cocoon-boiling reaction would be the simplest solution, but it doesn't entirely feel like the most appropriate - my intuitive feeling is that spiders OUGHT to be involved.  But I'm not sure how, exactly.  Is it possible to code a spider critter that's "milkable" for silk, or can you only milk liquids?  And of course, you'd want to be able to manage a decent overall output without requiring outright ridiculous numbers of spiders, too.

edit: Also, this is odd, but I don't seem to be able to make soap from slime.  I can queue up the job at the soaper's, but my soap-maker never actually goes to do it, despite the fact that I have all the necessary ingredients.  Making soap from tallow works normally.  I can also do "make soap from oil" using the slime as the oil source.  Just not the slime-specific one with ash.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: AquaMouser on October 21, 2014, 12:52:51 pm
Hey Cyber,

It is possible to add tags to pets you have so you can milk/shear them so they drop silk, i never done it, so i cannot give you a step by step way to tell you. But the way i found out that you could is by googling for strange moods and shells, a few pages on reddit talked about it  (i fixed the not having shells by starting to fish with my hunter :P)

What i do for silk, is just make towers on the corners of my walls, and pen the spiders there, shooting the stuff through the fortifications. I seem to always have enough silk for my needs tho.

Hope that helped you abit. sorry for telling you to google, maybe Boltgun or Meph, or someone else could reply on how to change the pets to give milkable/shearable silk.


P.s. you can also always cheat, and use creatitems in dfhack to make a few thousand silks
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: slay_mithos on October 21, 2014, 04:14:26 pm
For the silk, I'd say to look at any animal that has a non-standard item on shearing (milking seems to only net liquids in buckets).

Leatherwing bats can be a start (shearing leather), or the tusk boars.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on October 23, 2014, 04:17:01 am
A creature with silk shearing will be provided in a future version. Otherwise Bebiliths are expensive summoning but can lead to a silk farm. There will be no more spider stuff however, that would be drow stuff should someone start working on this race.

Otherwise, I am battling with winmerge to update the github repository to 6.1, after checking all the files I ended with... something not quite I wanted. I'll try again using git trickery instead.

Edit: Git worked very well, now moving the manual.
Spoiler (click to show/hide)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Desimus on October 23, 2014, 01:53:00 pm
Ah damn, they should have been immune to Shothoth slime, I'll send a fix for the next MDF version.

One way to have non demonic grazers in evil biomes is to pierce a cavern layer (you can reseal it) then dig a large patch of underground soil. They can live off the moss.

Also i will add that you might want to take them off startup embark pets *or change it so it produces its slime after a month?* since in 2 of my embarks that i have picked one i had the same problem, the moment i unpause it one of my other pets gets covered with its slime and rots to the point that it becomes hostile.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: CyberSpyder on October 23, 2014, 06:32:43 pm
Fair point on the spiders for the drow, if they're going to be a playable race at some point.  I suppose a demonic source would be the most appropriate.

Another topic:  The kids seem a little problematic at present.  First for the normal DF reason, of course, that they're largely useless for a huge period of gameplay.  Additionally, though, they pose a conflict with the whole fire affinity thing that foocubi have going on.  Making use of the fire attacks poses a threat to any of your citizens who are not fire-immune, so if you plan to do so, you have a strong reason to turn everyone in your fortress into a fireborn.  Children, though, can't use the temple, and thus cannot be so transformed - you can set the world on fire, but the kids are going to burn.  Additionally, it feels at least a little odd for demons to be having babies in the first place.

My thought, then, is that perhaps foocubi shouldn't reproduce in the traditional sense at all, that they should spread ONLY through conversion.  After turning a prisoner into a fiend/cambion/whatever, you could put the creature through another reaction at a temple to turn them into a 'true' foocubus, with some appropriate material cost.  No more thematically-odd kids running around, waiting to be burned to a crisp.

The only problem, though, is that I don't know if it will work.  I'm not super familiar with how worldgen in DF works, but it certainly seems possible that a non-reproducing civilization will simply die off more or less immediately.  That would certainly put a lid on the idea.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Arcvasti on October 23, 2014, 06:45:14 pm
The way I've seen to get around this is to give all the foocubi an interaction that gives them permanent sterility whenever they see another foocubi. Foocubus children DO seem sort of out of theme.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: CyberSpyder on October 23, 2014, 07:55:40 pm
Hm.  You could still get migrant children that way.  But I suppose that could be prevented as well by giving them adulthood at one year or something in the raws.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: CyberSpyder on October 24, 2014, 01:38:57 am
Other thoughts:

You almost certainly have this planned already, but it definitely seems like more ought to be done with souls, particularly with drawing a distinction between sentient and animal souls, the way that orc forts do.  I would go so far as to say that the unit upgrades, at least the more interesting ones, should probably require sentient souls, rather than being able to fully upgrade your foocubi using only the butchery of dumb animals.

Beyond that.  The development path for foocubi forts is fairly short, at present.  Dwarves can research new building types, Orcs can dreamwalk or raid for them, Kobolds can steal plans, gnomes can...I don't know, gnomes haven't really clicked for me, and warlocks don't particularly appeal.  But foocubi don't have any mechanics like that at present, and they definitely ought to, ideally. 

Perhaps...hm.  I'm kind of thinking as I write here, but another minor issue for me is that I don't usually even feel inclined to make extensive use of the conversion mechanics, because I don't want to subject my fort to massive population growth.  I prefer to keep things kind of small, capping migrants around the 40-60 range, and so capturing everyone to make them join my ranks doesn't greatly appeal.  Perhaps if you had a choice between using a captured prisoner for that purpos, or using them instead to become a special resource that could be used when "bargaining with Hell," or something like that?  (I assume this kind of creature -> item conversion is possible mechanically).  You could use souls of the fallen to empower your demons, but to access special buildings and advanced weapons and armor (and MATERIALS, another major issue), you'd have to capture invaders alive.

On a similar note, given the theoretical emphasis on capturing people, it would be nice if foocubi had access to a weapon that does it, like gnomes and goblins(?) do.  And I guess humans have access as well, by buying them.  Tossing a net?

As far as foocubus weapons go, the whole whips and swords thing is fine, very good.  But then their "best" weapon seems to be the stygian pitchfork, which just...blah, I don't know.  A pitchfork that shoots magic shards?  It doesn't match the rest of the aesthetic, and it feels more than slightly bizarre.  My first instinct is that, especially with the rest of the design I've seen, the bulk of their ranged abilities should be from their inherent magic.  They toss a fireball on the approach, or entrance their target with an enigmatic smirk, not shoot a pitchfork at them.  If they have to use a ranged weapon, ordinary bows  are fine - there's some overlap there with the image of an Amazon.  Upgrading basic weaponry by infusing it with sentient souls is an excellent notion, but the result of that should be something that fits the theme.  More interesting names combined with moderately improved attacks (and maybe a small chance of radical damage, like some special dwarven weapons have) would probably be more than enough.  Demon whip.  Living blade.  Burning spear.  Something like that.

Other possible thematically appropriate foocubus weapons:  As above, the spear seems a decent one to focus on, congruent with the Amazon comparison.  Also, maybe fingernail blades?

As for armor:  Obviously, succubi should not be wearing much.  You've got the corset, which works, but everything else is pretty normal, so these gals are putting on full helms and heavy boots and such.  Greaves are actually pretty appropriate, in terms of what the name historically refers to, but DF has them in kind of a "heavy armor" style niche, it feels like.  Or maybe I'm misinterpreting that.  In any case, I'd say that foocubus armor should be relatively low coverage, named as being very light ("crown," perhaps, and "wrist guards," and maybe "armored skirt" if we don't like the associations of greaves.)  Hipposandal (http://en.wikipedia.org/wiki/Hipposandal) could be a good boot replacement for a hoofed people, if it weren't for the unfortunate name.  Low layer size, but obviously all of them should be SHAPED, both for thematic reasons and to keep from massive, ridiculous stacking.  Upgraded versions (another use for souls) could maintain the low size, but increase coverage to full, because MAGIC.

Materials, hooboy.  Obviously, foocubi have little real choice for their metals.  Stygian bronze, despite having an awesomely thematic name, is an early-tier material at best, being basically only as good as iron.  Basiliskine is the only long-term option.  (Disregarding the always-popular "melt down elven mithril and use that).   And it's a more than decent option, quality-wise.   But presumably we want foocubi to lean towards wearing something a little more demony.

Proposed solution:  Make stygian bronze a heavy, (since when is hell associated with LIGHT things?) extremely sturdy metal that requires souls to create, as well as flux or whatever.  Basic souls should work here.  Combining with the low layer size of the armor, you could have a relatively normal amount of total weight for a fully-armored soldier, and mixed protection - powerful but prone to failure with the low-coverage versions, or just powerful overall once everything is upgraded with souls.

Leather, of course, is a very thematic material for them to work with, and especially to make the bodysuits out of.  But foocubi don't have any special ones.  I don't know if it should be a new reaction in the tanner, or in the soul forge, or somewhere else entirely, but I would suggest perhaps "Bloodleather," made from leather, souls, and blood, as a light material roughly equivalent to steel in protection.

Altogether, this would drastically increase the demand for souls.  Perhaps you could also 'downgrade,' exchange a sentient soul for multiple basic souls to use in such material reactions.  And, ah.  I guess that's all I've got, right now.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on October 24, 2014, 03:50:19 am
Great feedback, the place of the succubi in the world and their inventory will be reviewed while making the move to 0.40. There is much to change and the race should be more tied to the HF. Their theme however will be difficult to combine.

There is a possibility in the future, depending of what features MDF receives, that you'll have the option to make all the succubi fire immune. That should solve issue with children, and make the game easier.

Quite frankly, children have already been greatly reduced by the male/female ratio and making the race sterile will bring more issues down the road, so that will depend how the race lives after the world activation.

I'll probably take out Stygian pitchforks as a ranged weapon, it causes bugs with hunters and there is indeed no point to bother with that when you throw fireballs. They would instead cause syndromes on hit and be joined by upgraded blades and whips.

There should be more uses for prisoners indeed. Tormenting them like demons usually do or sending them to hell for resources. I'll was looking for a better way to capture them and did not realize that other races may already have such weapons.

As materials go, the problem is that MDF have a ton of inorganics already so I need a good concept of a material because I go creating a new one. I have been thinking of changing mundane metals into corrupted version. But where there is place to explore would be using slade, flesh and leather trough new workshops.

I'd rather not have armor with low cover suddenly get high cover because "high fantasy". Low coverage would also be a way to balance the succubi high speed and powers. I'll prevent corsets and breastplates from stacking too. As for SHAPED, we must first see how DF2014 handles it because in 0.34 it's very annoying for the military. Otherwise the same

The most important thing is to redesign the race's theme. It currently lack a connexion between their origins and what they became, and their goals are too vague.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Illogical_Blox on October 24, 2014, 02:29:55 pm
Just my thing on the children:

Incubi (in mythology) would use succubi to steal *stuff* from men and impregnate women to... create new succubi I believe? So, how about "infecting" prisoners to create young succubi?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on October 25, 2014, 01:37:44 am
An all-fireimmune race that naturally attacks with fireballs, while trying to convert prisoners sounds pretty good. Either you attack, but destroy resources (the surface, wood, clothing, and the attackers themselves), or you set up traps and fight passively, to ensure you get enough prisoners to convert.

Getting to the magma lake and/or HFS should bring big rewards, like healing baths in magma or freeing the HFS as allies (which for example still could kill your pets/caravans that enter the map), or adding some reactions for adamantine-like metals made of slade, so you end up with slade armor and slade weapons (minus the high weight of course).

Either way means that digging too deep would reap rewards instead of dangers. The dangers for succubi are on the surface, with the pesky hero-invaders and flameable materials everywhere.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on October 25, 2014, 08:18:30 am
An all-fireimmune race that naturally attacks with fireballs, while trying to convert prisoners sounds pretty good. Either you attack, but destroy resources (the surface, wood, clothing, and the attackers themselves), or you set up traps and fight passively, to ensure you get enough prisoners to convert.

Getting to the magma lake and/or HFS should bring big rewards, like healing baths in magma or freeing the HFS as allies (which for example still could kill your pets/caravans that enter the map), or adding some reactions for adamantine-like metals made of slade, so you end up with slade armor and slade weapons (minus the high weight of course).

Either way means that digging too deep would reap rewards instead of dangers. The dangers for succubi are on the surface, with the pesky hero-invaders and flameable materials everywhere.

That's the plan, making HFS a power goal by itself. Adding a layer of corruption for the biomes you live in should and foreign civs will bring new objectives.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on October 25, 2014, 08:20:31 am
Do you need 40.x for that?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on October 25, 2014, 08:22:18 am
Do you need 40.x for that?

Not for the HFS or magma play. Biome changes and civilisation influence will wait for 40.x.

Edit : And from what I read, 0.40.14 will provide a full range of emotions for the succubi to play with.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Nelia Hawk on October 25, 2014, 07:05:06 pm
maybe some "other" way to capture people than cagetraps, to later corrupt or use for other things.
maybe some sort of combat "spell/ability" that places the victim in a cage if successful?  so they can be transported then (maybe some sort of "lust" magic material so it doesnt spawn a million cages with value out of nowhere... think warlocks have blocks that disappear after a while? maybe the lust cage just disappears if noone is in it anymore and cant be used to build cagetraps etc. or maybe just disappears after a season setting people inside free again if not transfered to a cell or other cage? *shrugs*)

or a very low % chance to "seduce cage" with these abilities:
Quote
Learn the secret of lust: The succubus becomes a courtesan and receive access to several interactions that affect intelligent creatures. Her enemies will have a trouble raising a sword at her. At regular intervals she will become lusty and will multiply both her and other succubi's abilities.
or
Quote
Learn abyssal gaze (lust): Render an enemy unable to think straight, they may even fall unconscious after a while.

or maybe the whole lust/corruption side could be some attacks that level up somehow based on a skill or training... (like dwarf mages learn more spells? or as own "corruption" skill that levels up by seducing in combat, going out to villages, corrupting/torturing prisoners? temples? dream interfering?) and at different skill/levels lust/corruption related attacks get stronger/ or get more effects.
as example:
maybe first combat seduction just stuns enemies, then prevents attacks against the succubus (secret of lust), then puts people to sleep (abyssal gaze), then turns them berserk to protect the succubus and turns them on their friends (like "Sow discord (envy)") and later has a chance to just capture them in a cage. (maybe if they survive the berserk part they calm down and are caged/captured then?)
or these could be random chances to apply instead of their own spell, but i guess that would be "the secret of lust" then with a few random outcomes if used in combat then. would probably be better to combine it with "the secret of lust" then just as random chance to do x or y or z. (stun, sleep, calm, berserk, cage) so a level 1 corruption would i.e. have 10% chance to stun. a level 2 would have 10% chance to stun or 5% to set to sleep. and level 5 might randomly cause be 10% stun, 5% sleep, 5% calm, 10% berserk, 10% cage on skill attacks or so.

hmm isnt the sorcery (?) skill used anyways for temples? might could double as level for seduction/lust/corruption based skills/attacks or so.

i think i once read somewhere in here the idea of going out to villages/dreams and seduce/corrupt people there to bring them back... something like some of the other playable races have to get slaves or items. (orcs have dreamwalking and raiders. and warlocks have prisoners and also raids)

well just a random idea for "something else than cagetrap capturing".

its probably just me who doesnt really want to use cagetraps :D (i probably need to use the temples more in general... the last forts always ended up in a tantrum after a siege haha. dunno why... maybe from dead pets or so... *shrugs* (well currently trying out the orks))


Just my thing on the children:

Incubi (in mythology) would use succubi to steal *stuff* from men and impregnate women to... create new succubi I believe? So, how about "infecting" prisoners to create young succubi?
i guess the problem with impregnating is... time... waiting 10+ years for a child to grow up to be a normal citizen just doesnt really work that well with DF.
i would say corrupting does work kinda well there... with low corruption turning prisoners into race based ... demon-y thingies.

and maybe with new higher more "time and magic" consuming methods that maybe turn humans/elves slowly into full succubi. maybe over a year you need to assign (maybe "opposite gender" succubi) at a temple near prisoners to slowly corrupt them? maybe the highcorruption ritual randomly adds "corruption liquid" on one bodypart/limb of a random prisoner nearby (similar to how you can be covered in water/blood) and you can just add one more layer of corruption on someone who hasnt got corrupted last 4 weeks or so. and once the whole body/limbs are covered it switches to a normal succubus.
or it could even be something like a mutation/illness. (no bloody idea if that would work mechanic wise... but might be more elegant than water covering mechanics.) and the "high"corruption ritual could affect nearby prisoners with an illness... and the more you do the ritual the worse get the illness and they slowly mutate limbs and horns etc at higher levels until they totally switch to a succubus at max "illness". and if you dont corrupt them regulary the illness gets weaker... so you have to corrupt the prisoners you want to corrupt to succubi every season or so.
but that probably should be rather time/material/labor consuming so its more a rare thing to do.

well just random ideas.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on October 31, 2014, 04:26:19 am
Leveling up is cool but I wonder if many bother to track that in dwarf mode. Humans introduced heroes, making it easier to manage. Perhaps I would introduce a leveling ability using a noble position so you have your assigned corrupter or tormentor (or several) to capture and handle your prisoners. I think we need custom positions to make the hierarchy more unique.

Trapping through spells will happen anyway. Using a material that rots will achieve it's temporary effect. Perhaps the mechanics job will be removed afterwards to remove traps (unless access to traps could be removed via dfhack).

I'll keep children and reproduction after all. But as long as their number are limited by the female to male ratio, they will receive their own bonus so you'll have 4-5 kids, no more, and they will providing something interesting for once. I'll try upping females to 95% to see if they survive world gen.

Otherwise I updated the github repo to MDF 6.1, the manual proofreading still need a migration but the first thing to do is to correct a couple of bugs, make everyone firemmune.

Fireborn succubi and their reaction will be removed, pets will probably be fireimmune too.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: AquaMouser on November 01, 2014, 04:13:30 pm
In some lore, mankind change into incubi/succubi when they are in prolonged contact of the magic that succubi use. Maybe succubi can keep humanoids around as pets/followers, cus they are in love with/venerate the succubi. They start sharing their rooms, dinner places, work area's, maybe even haul the stuff succubi need, and over time they transform into a succubi/incubi (depending on their gender offcourse).

This can even be done randomised when you corrupt prisoners, where there is a chance the humanoid fell in love by the succubi and wanted to stay with them before they got changed into a demi-humanoid form (aka some get corrupted and change into their demi-humanoid form, some are left untouched this round, and maybe 1-2 per every 20-30 captured, become enraptured by a specific succubi and maybe see them as their master.)

If continuing further down this path of thinking, you can even stop the reproduction to only when a succubi mate with a humanoid before it turns, and them staying together afther the humanoid turned succubi.

Maybe in df, this can also be done with the succubi sometimes get into a strange mood and go into a special workshop that enables them to go out and "raid" a settlement, cus they got someone over there they got an interest in. Tho i would not make it something you can plan in, due to abusement (starting with 7 succubi, and within 1 season have over 9thousand humanoid pets waiting to be transformed (yes i know, an over 9thousand joke, sue me :P)). The chance of this succeeding could also be tied to the fact if your succubi nation is in war with the target race, or if they are in peace (i am saying this, cus in my latest fort, i was in peace with all the others except for frost giants, even had dwarf traders, it prolly is a bug, but seeing as i only play with succubi, i got no clue how that came to be).

And ohw, add cats to the succubi race, them females love them pussies :P

Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on November 03, 2014, 04:21:46 am
The original plan was similar to this, prisoners would join the civ as they are and transform over time. The problem is that DF does not give jobs to civ members so we ended with the corrupting transformation instead.

Strange moods were planned too but that will require a good script that runs on a regular interval to simulate one, this the one that prevent moral loss because of clothing works well it is possible. That would be cool if that an affected person in an enemy civ ends up migrating to your fort (with perhaps a way to target a good weaponsmith or other useful jobs), all that left would be finish the job in the den of iniquity and turn him into a devil.

Edit : In an effort to make the succubi more related to the DF, I am removing references to Lovecraft. This means that I need to redesign the esoteric order (thinking of making it a dungeon heart as a reference to dungeon keeper), the shothoth spawns also need a redesign (bile demons?).

I'll take out the rat things to make way for cat sidhes (cat pets!). Their teleport effect will be a spell from the temple of sin instead, that may be useful to have a succubus able to teleport through a fortification to their enemies.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on November 03, 2014, 05:23:12 am
Not that I dislike Lovecraft or Dungeon Keeper, but how is replacing one with the other making the mod more DF-like? Both are foreign properties, so to speak.

If you give succubi extravision, they can target units behind walls, which might be interesting for the teleportation.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on November 03, 2014, 06:37:10 am
That's right, no dungeon keeper then. Truth is the HFS lore is quite limited beyond the impending doom on players. One of the reasons I am looking towards 0.40 is that it expands this. I guess it's time for me to seek new books for inspiration (something great about df and modding is that I made me read a lot).
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: AquaMouser on November 03, 2014, 06:59:06 am
you can always use the mamono universe for inspiration *wink wink*
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on November 03, 2014, 08:56:31 am
I didnt mean to remove Dungeon Keeper references, I just wanted to point out that flaw in your logic. Do whatever you like best for the Succubi, be it references to other games, books, or self-invented stuff, or try to keep it HFS/DF friendly. Or all of the above.

HFS lore: Check out the procedually generated demons. Then start with those as basis. Salt demons, horrible in combat, but can be farmed for food/alchemical ingredients. Fire demons that have firebreath attacks. Tiny flying units that serve as scouts. Extract a dozen or so of the procedual demons, use them as pets (minus the intelligent tag of course).

Maybe ask IndigoFenix for his script that digs a hole straight to hell, it could be run from one of the larger altars, giving you instant access to the HFS. (and possibly killing your FPS if you have a lake in the cavern that drains into the pits now).

Use adamantine to make "upright swords" (a custom workshop), which lures adventurers on the map (spawns a unit with nice gear on the map edge? or caravans that you can rob?)

Make Succubi like slade (if you can do that with scripts), so that slade rooms and furniture give positive thoughts.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on November 03, 2014, 12:04:52 pm
That's a good way to start.

It's been a long term objective to provide a power goal of turning the site into an evil biome. Over time freaky weather will start raining and black roses should grow there. All of the suggested actions may also work towards another secret goal that I would not spoil.

Perhaps the upright sword once toppled by an adventurer (just add buildingdestroyer to them) will spawn a mini circus, that should be easy to do because we have events on building destruction.

In case the world was genned without clowns, I'll use the creatures we have already (cerberus, fire wraith etc.).
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Weirdsound on November 04, 2014, 11:01:14 am
Hey, so I was playing my first MDF fort using these ladies, (great package by the way, keep up the good work), but I noticed a little something that you can do to thematically flesh them about a bit.

They get the 'slept without a proper room' thought. I know nothing about modding so I don't know if this is possible, especially with the new version and the emotion stuff coming up, but I'd imagine a race of Lust Demons would 'enjoy the excitement and company of a communal sleeping arrangement' instead. Perhaps even give them a small 'lonely' type of negative thought if they have their own room, but make it easily negated by all the thoughts that coming with having a great and well decorated room. (That way, it is still worth it to build good rooms for your important demons, but not so much 2x2 or 2x1 sandwall sleeping quarters for the unwashed masses) 
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: smakemupagus on November 08, 2014, 06:02:13 pm
Hey Boltgun,

A poster on Reddit seems to have an idea what substance causes the occassional caravan fires (in his case, a Succubus caravan visiting an Orc fortress).
I don't know well enough Succubus mode to be sure what he's talking about, but here is his comment:

http://www.reddit.com/r/dwarffortress/comments/2lj9sv/succubus_caravan_spontaneous_combustion
Quote
I think they might have been carrying fire or fireball essence (not 100% on the name) which due to a bug I think explodes into fire. I thought it would be a good idea to bring a bunch of the stuff because it was free on embark when I embarked as some succubi. Needless to say that was one of the shortest embarks I have experienced as soon as I unpaused the 100 or so fire essence exploded into fire.


Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on November 09, 2014, 12:55:27 pm
Hey Boltgun,

A poster on Reddit seems to have an idea what substance causes the occassional caravan fires (in his case, a Succubus caravan visiting an Orc fortress).
I don't know well enough Succubus mode to be sure what he's talking about, but here is his comment:

http://www.reddit.com/r/dwarffortress/comments/2lj9sv/succubus_caravan_spontaneous_combustion
Quote
I think they might have been carrying fire or fireball essence (not 100% on the name) which due to a bug I think explodes into fire. I thought it would be a good idea to bring a bunch of the stuff because it was free on embark when I embarked as some succubi. Needless to say that was one of the shortest embarks I have experienced as soon as I unpaused the 100 or so fire essence exploded into fire.

I'll try embariking with barrels of fire and figure what it is really. Starting from there, that should be easy to fix, finally.

About sleeping in dormitory/toghether, if would be difficult to really change what is a good thought and with isn't, at least I can make it so they do not dislike dormitories.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on November 10, 2014, 02:43:49 pm
Okay I found the source of combusting caravans. Some underground creatures (liches, fire maidens) have an attack that injects 'fireball' into their target, and df consider that a proper material to make an extract from. As a result it brought as a venom by caravans. It does not matter if the creature is a pet to the civ or not.

I disabled all these attacks for now, effectively removing fireballs from the embark screen. I'll come back later to see if we can have such attacks without ending with extract barrels.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Treason on November 10, 2014, 09:37:38 pm
Okay I found the source of combusting caravans. Some underground creatures (liches, fire maidens) have an attack that injects 'fireball' into their target, and df consider that a proper material to make an extract from. As a result it brought as a venom by caravans. It does not matter if the creature is a pet to the civ or not.

I disabled all these attacks for now, effectively removing fireballs from the embark screen. I'll come back later to see if we can have such attacks without ending with extract barrels.

And thus, the "pools of fireball" that showed up in my glacial embarks are explained.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on November 12, 2014, 05:18:52 am
Yes, but we lose a special attacks on the fire maidens and liches. Since DF2014 fixes the SPECIAL tag not forbidding materials from certain lists, I'll try there to see if the bug will happen again.

Another fix would be to make 'fireballs' lukewarm when liquid and hot when a gas. DF properly det temperatures with you ask it to make a material a gas (ie if you spray an iron gas it will be as iron's boiling temperature).

Edit: While we speak about temperatures, succubi are now immune to fire, but also cold and dragon breath. I did not intend that but if I get selective nothing works.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Weirdsound on November 12, 2014, 10:56:49 am
Just had another tiny flavor idea for the Succubi: Leather Training Whips.

They would mostly be an export I guess, but could be helpful if somebody wants to get the Den of Inequity set up before they have their metal industry. (Although usually the Succubi caravan is good about bringing a few whips)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on November 13, 2014, 03:25:37 am
Oh yes, leather whips make sense and should be in, I kept pushing that away. I'll see if I can quickly add it to the leatherworks.

Can executioners use training weapons? That would be something you want to give to your whipper.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on November 13, 2014, 04:22:18 pm
Oh yes, leather whips make sense and should be in, I kept pushing that away. I'll see if I can quickly add it to the leatherworks.

Can executioners use training weapons? That would be something you want to give to your whipper.
Yes they can.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on November 16, 2014, 06:49:30 am
I commited the update to my github master : https://github.com/Devduweb/MDF-Dev-Version

Main changes are making the succubi temperature immunes, fixing the burning caravans and shifting their theme towards the HFS.
Also, succubi teleporting en masse over moats.

The changes :
Spoiler (click to show/hide)

That should be the last update for 0.34, besides odd bugfixes. Now I'll look towards vanilla and 0.40.16.

Edit : Added leather whips. Could not add it to the leatherworks so it will use the tanning skill to avoid confusion.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: ___MeRliN___ on November 18, 2014, 04:24:01 pm
Alright first round with Succubus today... Named my leader Succubus not very creative... to be honest the niveau of her name is kinda on the depth with the earthcore if that makes any sense... "Suck-Ur-Bus". She is doing pretty well managing the fortress, have setup quickly a gem industry (got tons of gems) and use 3 hunters with bone recurve bows and bone bolts to hunt down animals... which get butchered and used for souls. Directly upgraded my military succubi to Stygian Bronze gear, 2 lashers, 1 stygian bronze styx (stygian) pitchfork with decay shards (I think they are called blight). Havent seen an invasion yet and cant wait to test them. Summoned more of those tentacle monsters to get their "juice"... I know what you mean by juice, I have seen (unvolunteerly) a good ammount of that franchise.

So far so good. Its pretty fun summoning minions which support your succubi. And it really helps when being able to light the surface on fire and my people being immune.
Need to setup a trap cause all those artificats I am digging up with the archelogist have raised my wealth far too high and I expect a dwarven invasion force any moment.
Like to think that if its a sufficiently strong one that those dwarfs are send by my other dwarf fortress for RP reasons huehuehue. Though some more endgame content would be nice to have.

But yeah, very impressive race, first one I dived deeper into (besides dwarfs) and I must say I enjoy them alot (tried warlocks, but I just cant seem to be able to start with them propper), keep it up :)

Might actually do my ice embark challenge with Succubi instead with dwarfs hehe
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on November 19, 2014, 05:00:56 am
Glad that you like it. Dwarves should pay a visit soon. If you leave the tentacle monsters around your fort entrance, the slime will stun shoe-less intruders. Over time they will start using masterwork steel equipment, as I recently discovered.

Tell me how the ice challenge will go, fire immune succubi are currently immune to cold too and I am curious how quickly a glacier can thaw.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: ___MeRliN___ on November 19, 2014, 04:01:42 pm
Will do, first fortress fell.

Dwarves attacked, got crushed by my 3 women strong defense force. All of them in full stygian bronze gear, 2 whippers, 1 stygian bronze styx pitchfork with blight shards... All fully enhanced with firespells, immunity and that kiss move. 12 full iron dwarves got crushed, assembled them in the 3x3 wide entrance hall, dwarves got in and got serrated by the fire of my succubi. Didnt expect that much and kinda wish my full adamantine military on my current main dwarf fortress would kick that much ass... they are just tanks... while succubi hit damn hard. Ok good, now I decided to put a drawbridge just in case... elve ambush detected, crap full mithril. Well, lets raise the drawbridge... oh 2 hunters outside, shit... Lets lower it... whoops now those poor succubi are smashed.

Elves got in. Crushed by my 3 military succubi.

About a year later elves show up again... this time... 4 ambush squads, 12 man each. 2 full ranged, 2 melee with deer mount. Well... that was something my military couldnt handle clearly. Well took still about 18 melee fighters out... the ranged squad killed my succubi then sadly... and thats the end of my first fortress.
Its pretty fun though.

Gonna do a human embark this time and the next time I go into the glacier and see if succubi can survive there. They are quick to setup and pretty powerfull, just the early invasions are a thing you need to prepare for from day 1.

Also I ran into some kind of issue when I played... quequed milking creatures... and tentacle monsters didnt produce their "slime" after a while so I couldnt give more succubi the torrid kiss ability. Might has to do with the fact that I used Workflow to setup automilking, will test that in a little.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Muxia on November 22, 2014, 11:22:48 pm
The question is that how can I mill new plants such as cave barley,white millet? I cannot find any option in my quern. This problem really bothers me. Hope for help.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on November 23, 2014, 03:38:31 pm
The question is that how can I mill new plants such as cave barley,white millet? I cannot find any option in my quern. This problem really bothers me. Hope for help.

New plants may not be added to the list but perhaps they can be milled with the generic 'mill plant' reaction.

Edit : After checking my repo, these plants have no reactions like the classic ones do. Setting up a separate stockpile for those plants, providing a separate quern is your best way to handle this (or mill plant on repeat and forget about it like I do).
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Muxia on November 24, 2014, 01:23:55 pm
What a sad answer. Thanks for your help.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on December 16, 2014, 09:28:53 am
If you wanted to play a succubus fort in a community fort, now is the chance :
http://www.bay12forums.com/smf/index.php?topic=146594.0
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on December 18, 2014, 04:09:22 am
Thanks for changing the stolen kobold tech building. :) Just noticed that while updating.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on December 19, 2014, 06:00:23 am
Thanks for changing the stolen kobold tech building. :) Just noticed that while updating.

No problem, features tend to carry over races so I try to support that.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on December 19, 2014, 01:43:57 pm
Bug report: Soul wisp, devilkin and fire imp cost 1 at embark.

Edit: Tiny typo in manual, in the intro: "The love wandering geat palaces" ... great is missing the R.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: AquaMouser on December 19, 2014, 03:46:25 pm
Bug report: Soul wisp, devilkin and fire imp cost 1 at embark.

Edit: Tiny typo in manual, in the intro: "The love wandering geat palaces" ... great is missing the R.

Those aren't just bugs Meph, they're supernatural bugs :P

All sillyness on a stick and thrown away tho,
On almost 99% of the new worlds i create, i either have no above ground seeds (in area's where you should be able to plant them, i can after dfhacking them in after embark, same for the next part) or cave seeds.

Also the succubi embark profiles are abit whacked, most succibi have more than allowed skills, and the point costs of them are just insane, up to 6000 of them.

I've had these even before changing anything an the gui/startupthingamajic, so it aint the gui-changes that do anything.

P.s. i used the latest revised one you Boltgunbunny gave.

Modify P.s.s. i embarked for giggles with alot of fire imps, and all of them bled to death instantly on the map, before i even could press the spacebar to unpause the game. No battle reports, just bled to death
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on December 19, 2014, 04:08:29 pm
Yes, the embark profiles get messed up. I have to talk to Splinterz about it... I'm not sure why, but it copies an already existing copy into the current ones, resulting in duplicate entries sometimes.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on December 19, 2014, 05:24:32 pm
I have to check the profiles, that' s a part of the game I keep messing up but I don't recall editing the skills directly, only the inventories.
Also if that matter to splinterz, but I sometimes commit while on linux and sometimes on windows and it seems that line endings ends up changed*.

Also I am surprised about fire imp bleeding, I tested temperature with them. Adding that to my test-again todo list.

And I'll fix that typo along the bug fixes.

* Yes, linux, mac and windows do not have the same 'return and go to the next line'. This is why some raws looks messed up when opened with notepad.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on December 19, 2014, 05:37:10 pm
No, your embark profiles are fine. Its the GUI that does something with them, I think since the settings profiles have been added.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on December 20, 2014, 11:47:28 am
Another tiny bugreport: The Gemforge has a reaction called "SKILL GEMENCRUST", but no actual reactions that use that skill. It also has a reaction called "make gem battle axe", which makes a gem-tipped pitchfork.

The Slaughterhouse has the "SKILL BUTCHER" twice. The skill-help reaction. There must be two of them permitted somewhere in the entity file.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: CaptainGame on December 22, 2014, 01:32:00 am
My succubi are refusing to harvest bloodworm, instead allowing it to just rot in the field. The food stockpile claims to allow bloodworm, but I can't get them to move it  there.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on December 22, 2014, 03:35:15 am
I am adding all these bugs in github to keep track of what's what.

Are the succubi ignoring only bloodworms or other plants as well? I have the weirdest stockpile issues myself lately.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: CaptainGame on December 22, 2014, 07:27:02 pm
So far I've only caught them ignoring bloodworms in the fields - the wild blueberries and ostrich ferns I brought worked just fine, and the only problem I had with the silver barbs was that I was trying to grow them on the plots the succubi refused to clear of dead bloodworms. They seemed to be perfectly fine eating and brewing the ones I brought with me, though, since I had some bloodworm wine in my stock I didn't bring with me after I got the distillery going. ...Oh, and speaking of bringing bloodworms with me, bloodworm currently appears to be completely and totally free on embark. As much as I like being set for life on food from word go, that's probably wrong.

And as long as we're on stockpile issues, I noticed that the succubi were moving shells to the "useless dead things" refuse stockpile - the one with only Item Types, Corpses, and Body Parts on - and refusing to bring them to the "useful dead things" refuse stockpile - the one I put next to the crafts workshops for shells and bones and other such things. Bones don't seem to have this problem - the kestrel skeleton made it to its proper pile as soon as it stopped getting back up and trying to peck holes in people.


Update: I found some withered bloodworms in my distillery miasmaing up the place. No idea how they got there or why they weren't brewed or something instead of rotting.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: ChildofSolitude on December 26, 2014, 11:37:44 pm
Removed due to being an absolutely fucking stupid question. Please wait whilst I drink bleach.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Weirdsound on December 31, 2014, 11:36:22 pm
Played with those training whips you put in the new version. Bad new is, I can't use them to build the Den of Inequity. Still thanks for throwing em in.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on January 02, 2015, 03:44:38 pm
Played with those training whips you put in the new version. Bad new is, I can't use them to build the Den of Inequity. Still thanks for throwing em in.
Thats normal, since they are different items. Nothing Boltgun could do about it.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Legorobo4 on January 02, 2015, 08:10:13 pm
First, want to say that I really enjoy the Succubi as a race and cn't wait to see the direction you go with this.  ;D

Now on to the bugs:

1. Bloodworm is rotting in the fields because it is not being sorted into a stockpile - found this out because of the second bug
2. Bloodworm, if available, cost 0 points at embark, noticed they weren't being sorted when I deconstructed my wagon and they weren't put in the food stockpile. . .

on an unrelated note, building a Dark Cathedral of Debauchery from Fine Black Blocks made from peat and my Lady of Pain has fallen hard for my only incubus miner  ::)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on January 03, 2015, 03:28:42 am
I will try to fix bloodworm asap, if it does not work I'll remove it from the game. It was supposed to provide an evil underground crop but that was not possible by DF standards.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on January 06, 2015, 03:59:32 am
It seems that fire imps melt at room temperature now. Handling fire immune creatures is harder than it looked.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on January 06, 2015, 07:58:11 am
Biomes dont affect the caverns... sadly.

Fire imps melting I did notice in dwarf mode too. The fire mages can create them as pets, but atm they just die/melt.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on January 06, 2015, 08:52:59 am
Biomes dont affect the caverns... sadly.

Fire imps melting I did notice in dwarf mode too. The fire mages can create them as pets, but atm they just die/melt.

It's probably my fault, I did tests on them while trying to make the succubi fire immune and at some point they melt like this.
Actually it seems that I did not change a thing in the fire imp definition. They may have died on sight before I got involved. I tried a few things, including removing horns and restoring tissues to vanilla settings but  the only fix I found so far is to lower their fixed temp.

The does not fix the issue because if they are immune to temperature change and not heat. I want truly heat immune creatures so they possibly walk into lava and also to for the hilarity to have clothes burning off them as  FIXED_TEMP protects the inventory with the exception of hauled items.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on January 07, 2015, 07:55:16 am
After feedback collected here (http://www.bay12forums.com/smf/index.php?topic=147276.0) and previous threads, I started to review the civ’s theme and goals.

The succubus civ already started to shift towards vanilla DF lore with reskinned buildings. Unfortunately, there is next to none HFS content and story to use. I could see on the other hand that older content have been requesting back tand using what is accepted as lore by the player should provide enough to paint a canvas for the succubi to move in.

Spoiler (click to show/hide)

I need sources on this, I’m too bad of an adventurer to visit current content and I did my best to dig captures of older one. I am taking any info on older content that has been removed (in PM to avoid posting spoilers).

Gameplay wise the civ would be:

Borrowed DF “lore”:

Non DF lore added:

For the succubi themselves:

So what do you think of this?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Tyty210 on January 07, 2015, 11:50:36 am
I really like the idea of having easy access to slade, particularly for building. I've always found it hard to build the large, dark castles described for succubi originally unless I luck out and land near obsidian on my embarks. Building a spire out of something that's potentially producible seems like it'd definitely go smoother.

It'll also be really interesting to have a race that actually wants to crack open the HFS.

I'm curious though. How much of the old "Capture prisoners, get souls, do rituals" gameplay is going to stay? Using souls to upgrade units and get effects was an interesting mechanic to me.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on January 07, 2015, 12:13:13 pm
I like this a lot.

One suggestion from my side would be to replace the "heat the forges" which produces 1-3 fuel (?) with a free magma reaction. Give Succubi the ability to create a single-tile magma aquifer. Should be easy enough with dfhack. Then make most (half?) of their workshops require magma. Not just the fuel-needing metalworks, but pretty much all new modded workshops.

This will lead dungeons with channels of the red glowing stuff, a necessity to keep your workshops running. Since you can create magma-proof slade in a reaction, both combined (giving the player access to a black, magma-proof stone AND to unlimited magma) lead to demonic looking slade fortresses.

And start with a default "all civ-members/pets are fire-immune".

For the HFS: You hinted at a late-game tech that might make them friendly (or give them some use). How about a 50/50 chance? You might get allies, or you might get overrun by hostile demons. Just an idea.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on January 07, 2015, 12:26:07 pm
Yes I realized how great it is to have large quantities of blocks when I opened the Battle of 8 armies save and found the hundreds of concrete block. I thought slag to be useless until I saw this, amazing. Perhaps one soul will conjure 10 slade boulders, or 30 slade blocks.

Prisoner corruption will stay, so are summoning and upgrades. Both fire and sin upgrades will be brought back into one temple. Some upgrades will be merged into secrets to make them more desirable in front of pyromancy. I'll leave more precise customization to the wasps who seem to have a good start with that.

Using souls to twist looted equipment will also be upgraded with soul imbued materials, turning steel, mithril and bronze bars into upgraded versions. But that will wait to see what metals will be in the new MDF.

There will be rituals but less of them. I'm sure I will keep those that causes invaders to go crazy or break camp and rush inside, in any case, like upgrades, reactions that causes a global effect will all rest inside one temple, with categories for better reading.

----

Heating the forges was a polyfill for cases you had no fuel, it was supposed to tire the succubus doing it so you were limited at how much bodies you could throw at it but it seems that the succubi are resisting the provided syndrome. It will be nerfed to 1 fuel per tired succubus.

Okay for making workshops requires magma however, and that will solve one issue I have with the planned workshops. Eerie glowing pits and peculiar chambers are chasms but you can place them on a ground and dig a level below. Those will require magma, and I'll give a relatively easy way to build a sort of magma well who will have the same tired effect then heating forges.

I still don't know how HFS will work out, I have a couple of leads that might involve grinding or building specific traps.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on January 08, 2015, 07:09:03 pm
I adapted the main creature into 0.40 with gaits. The succubi are faster runners and climbers and are properly temperature immune. They'll also be easier to detect, smelling strange fragrances on approach. Poisoned saliva has been removed and kiss attacks restored into normal biting, kicking has been made a main attack however to better take advantage of hooves.

On the more technical side, body definitions are now made at caste level, this will allow centaurs, nagas, or whatever non humanoid creature to keep their species bodies upon corruption.

There is some customization left, like giving speeches for castes and adding more disaprovals but that'll be for a later update.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on January 12, 2015, 07:12:16 pm
Wrote most of the entity today, I found again the bug that cause civs making dark fortresses and positions to crash the game.

I'll try to remove nobles and leader positions and see how it goes, we would not want our demons to live in dwarven fort don't we?

Anyway, among the changes, the succubi will have biomes assignments now, starting in badlands or a glacier and will rather settle in either deserts and tropics instead of regular forests.

Edit : Blah! The only work around the crash is to remove ALL AND ANY positions, the succubi will live in forts until it's fixed.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: IndigoFenix on January 13, 2015, 02:05:49 am
Love the new direction.

The succubi's image and tone, in my opinion, always seemed to make them feel like the odd race out, 'but let's have them anyway, because sexy' (even though their gameplay doesn't really depend on that image all too much).  Connecting them to the HFS would help greatly in the direction of making them fit better into DF's world.

If I might make a bold suggestion?  Since you're going in that direction anyway, perhaps change the race from 'succubi' to the broader 'demons', in which succubi and incubi could be one of many different types.  Perhaps castes and abilities could be themed around different sins (they are already kind of like that).  It would also be interesting if the corruption system utilized the new personality model, so different corruption methods would vary in their effectiveness depending on the target creature, although that would require the creation of new scripts.

EDIT: The Dark Fortress issue is tied to a particular, mostly unimportant tag... but I forgot which one it was.  I had similar issues with a race a while back but there is a fix that does not involve removing any important nobles.  I'll see if I can remember...
EDIT2: It is the [CHAT_WORTHY] token. If any position aside from the main law-giver is CHAT_WORTHY in a dark fortress civ, the game crashes immediately in worldgen.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Weirdsound on January 13, 2015, 02:13:04 am
On the more technical side, body definitions are now made at caste level, this will allow centaurs, nagas, or whatever non humanoid creature to keep their species bodies upon corruption.

That would be a pain in the ass for equipment though, right?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on January 13, 2015, 03:18:18 am
On the more technical side, body definitions are now made at caste level, this will allow centaurs, nagas, or whatever non humanoid creature to keep their species bodies upon corruption.

That would be a pain in the ass for equipment though, right?

Equipment tends to be very supple. For example if you corrupt a centaur, he will wear 4 boots, two body armors (it have both horse's and human's upper body) and  mail leggings on its back legs.

Corrupting a naga might lead him to wear a a boot on her tail and I may have to try and prevent that.

As a matter of fact, it's hard to prevent a creature from wearing stuff.

We will discuss the reboot of the civ in the Masterwork reborn thread : http://www.bay12forums.com/smf/index.php?topic=147509.0

This current thread remain good to discuss the current version and report bugs.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Weirdsound on January 22, 2015, 01:38:05 pm
Okay, stupid question time; I'm at long last playing around with the Temple of Sin. I noticed alot of unavailable reactions require 'Gold Items'. I have a few gold bars, but those clearly are not what what the temple wants. What do I need to do with my gold to turn it into a suitable regent for the temple?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on January 22, 2015, 01:57:17 pm
Any craft made with 'make gold craft' at the forge will work, the game isn't telling that properly.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: chaosfiend on January 26, 2015, 05:59:26 pm
Ok, I just slew a few megabeasts, (Ok, I lucked out with some elvish sieges and an Orc caravan....), I have slaughtered the beasts corpses, and I have their souls. What building revives the megabeast? The Manual says 'Necromantic Altar', but I see no such building. Lacking update I assume, or is it somewhere I missed?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on January 26, 2015, 07:04:16 pm
Necromantic altar is a warlock building, I dont know if Boltgun ported it into succubus mode.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on January 27, 2015, 02:59:46 am
There is no necromantic altars for the succubi, megabeast souls have the same use as mundande ones.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: chaosfiend on January 27, 2015, 03:56:10 am
Damn. Alright. Thank you for clarifying that. Something to alter on the manual then I suppose. Also, the manual still has that Succubi become fire immune from going to the Temple of fire. I was wracking my brain on how to make them fire immune...till I had a Red Dragon come to my fort and test that for me on some migrants. Science at its finest.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on January 27, 2015, 05:06:18 am
I'd say that the manual will be outdated with the very next version to come. Which actually requires new content for most of the manuals :-\

But much less, so also easier to write.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on January 27, 2015, 05:11:28 am
I have been thinking that it would be easier to maintain a manual if it was an offline version of a wiki. There is a few tools to do that so perhaps concentrating our effort on the DF wiki then truning it into an html copy might be a good idea.

That way everyone can proof read and contribute.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on January 27, 2015, 05:26:19 am
I'm averse to wikis, seeing how both attempts at a Masterwork wiki turned out, but I'm open for suggestions.

With Raidaus item/creature/inorganic/plant description script, the manual will be much shorter anyway.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on January 27, 2015, 05:57:26 am
Yes I just saw the state of the MW subdomain of the wiki and it's quite broken, I don't even know if we can start over.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on January 27, 2015, 03:18:19 pm
I completed the reactions and the creatures but I am stuck against a breaking bug:

http://www.bay12forums.com/smf/index.php?topic=139553.msg5989274#msg5989274

Any summoned beast becomes hostile on save reload. I could not figure what the hell.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on February 01, 2015, 11:29:49 am
(blah, bluh, wrong thread)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: chaosfiend on February 03, 2015, 06:51:05 am
Ok, I was playing around with a Cerberus I had summoned. I had a plan to set up a small sacrificial arena to throw enemies into. I tossed an enemy war Rat into the arena with my Cerberus, and uncaged it. The fight goes fine, fire obscuring most of the action...but when the smoke clears, both is gone. Nothing in the log confirming or denying their deaths. Are Cerberus not fireproof or something? Or Did something happen I'm not getting?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on February 03, 2015, 07:59:52 am
Ok, I was playing around with a Cerberus I had summoned. I had a plan to set up a small sacrificial arena to throw enemies into. I tossed an enemy war Rat into the arena with my Cerberus, and uncaged it. The fight goes fine, fire obscuring most of the action...but when the smoke clears, both is gone. Nothing in the log confirming or denying their deaths. Are Cerberus not fireproof or something? Or Did something happen I'm not getting?

There is a bug with fire immunity that causes it to burn supposedly immune creatures. It's the same bug that melts fire imps on sight. Some creatures have been given a fixed temp as a result but not cerberus.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: chaosfiend on February 03, 2015, 10:37:40 am
Well damn......any way to quick fix said issue in the code, or just something that will need to remain on the backburner? Really saddening I have 4 Cerberus left and really cant do jack with them.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on February 03, 2015, 11:02:21 am
Well damn......any way to quick fix said issue in the code, or just something that will need to remain on the backburner? Really saddening I have 4 Cerberus left and really cant do jack with them.

Under data/save/<your_save>/raw/object/

Open creature_cavern_masterwork.txt with notepad (or notepad++ if it's unreadable).

At line 6740 you'll find [CREATURE:CERBERUS], under this add [FIXED_TEMP:10070]. That should prevent them from melting.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: ___MeRliN___ on February 25, 2015, 03:37:17 pm
Got a rather simple question, is there a way to specify that my succubi "milk" tentacle monsters only? Because I really dont need cauchemar milk (or whatever milk I keep getting). I need that oil substitute
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on February 25, 2015, 05:48:27 pm
Got a rather simple question, is there a way to specify that my succubi "milk" tentacle monsters only? Because I really dont need cauchemar milk (or whatever milk I keep getting). I need that oil substitute

Unfortunately, I don't know if there is any way to limit was animal to milk, besides putting it on repeat or butchering the cauchemars.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on February 25, 2015, 09:33:52 pm
Burrows. Put pet and workshop into the same burrow.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: ___MeRliN___ on February 26, 2015, 02:00:54 pm
Got a rather simple question, is there a way to specify that my succubi "milk" tentacle monsters only? Because I really dont need cauchemar milk (or whatever milk I keep getting). I need that oil substitute



Unfortunately, I don't know if there is any way to limit was animal to milk, besides putting it on repeat or butchering the cauchemars.

Thats actually what I did before reading this:


Burrows. Put pet and workshop into the same burrow.

Yep, that works smoothly as I got a replacement for the slain cauchemars.

Thank you guys :)

Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on March 04, 2015, 02:10:01 pm
Since 32px sprite sheets might be a thing in the future I gave making a base for the succubi a try. The idea is to get a good base body then work with layers to add clothing and tools, like I did for the 16px sprites. I think I am getting somewhere. This is what a crafter would like.
 
(http://blog.devduweb.com/files/sprites/2.png) (http://blog.devduweb.com/files/sprites/2bis.png)

So what do you think?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Desimus on March 04, 2015, 02:33:18 pm
Very nice, can't wait to see the sprites for the different jobs :) .
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on March 05, 2015, 03:45:23 am
Very nice, can't wait to see the sprites for the different jobs :) .

Thank you, I love spriting even if I'm not that good at it (took me 6 hours to get this result), and I'm not entirely satisfied yet with the face and the back leg.

 On the other hand I'm really happy at how far I went.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on March 05, 2015, 10:21:37 am
I'd make the horns a bit shorter, to allow the succubi to be taller. She looks stocky. Increase the breast size too, after all they should be lust demons confusing peoples minds. ;)

You can use the wings to fill the frame out more, as well as the tail, by adding an upward curve.

It does look much better than any 32x sprite I could do ;)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on March 05, 2015, 02:57:26 pm
I'd make the horns a bit shorter, to allow the succubi to be taller. She looks stocky. Increase the breast size too, after all they should be lust demons confusing peoples minds. ;)

You can use the wings to fill the frame out more, as well as the tail, by adding an upward curve.

It does look much better than any 32x sprite I could do ;)

I adjusted the horns so they look in the same direction and the legs too, tell me if you prefer them now or the previous version. I did not put the stocking back because I need to get the skin right first.

Spoiler: anatomy (click to show/hide)

I might not fill the frame further with wings and tails for the basic professions, they will hold tools and many other stuff so having space is good. More unique succubi like the lady of pain or the matriach will have more impressive poses with their wings and tails to make them stand out.

So here's three versions, from left to right
- the original one for comparison
- after adjustements
- a test by making the succubi taller, it was made in a hurry so don't mind the hands and such

(http://blog.devduweb.com/files/sprites/2.png) (http://blog.devduweb.com/files/sprites/3.png) (http://blog.devduweb.com/files/sprites/4.png)

(http://blog.devduweb.com/files/sprites/2bis.png) (http://blog.devduweb.com/files/sprites/3bis.png) (http://blog.devduweb.com/files/sprites/4bis.png)

Which one do you prefer?




Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on March 16, 2015, 03:46:51 pm
I cleaned up the 'tall' version a bit and now need some help figuring this out because in comparison to the previous iteration, her legs became longer.

(http://blog.devduweb.com/files/sprites/4bis.png) (http://blog.devduweb.com/files/sprites/5bis.png)

Could you tell me which one look more natural?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: vjmdhzgr on March 16, 2015, 05:33:48 pm
The right one's face looks a bit squashed.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: chaosfiend on March 16, 2015, 05:46:56 pm
Left looks way more natural.

The one on the right looks very disproportionate to my eye. Torso is way too squished, and the head is squashed looking. Far too much leg in comparison to torso. She looks like she would have a Dwarven body upon human length legs.

On another note, I agree with the prior post's reasoning. I think that the Succubi should be more of an 'old world beauty'. Emphasizing a more plump body and curvature. Ample bosom, full hips, and a rounded belly were loved. In times when food was scarce or hard to get (Something that certainly happens in Forts if not careful), being full figured is a boon. They are from a more medieval society in Dwarf Fortress where growing fat from inactivity is a sign you are rich, powerful, influential, and a wonderful mate. Having a thinner body means you are a common farm worker or peasant class.

I think the term Rubenesque applies well to succubi of the Dwarf Fortress world. Look up paintings by Peter Paul Rubens for an idea of what an 'Old World Beauty' would look like.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on March 17, 2015, 12:30:16 am
While Rubenesque would be realistic for a medieval society, I think most people wouldnt take it seriously if you have fat succubi in leather corsages and high heels trying to seduce anyone. This is still a game, and even the source material on Succubi portrays them differently. ;)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on March 17, 2015, 03:00:36 am
Left proportions then, I'll move over the cleanup done and the horns from the right. The face is the same but I guess the body proportion make it look squished.

The problem in general is that with its square proportion df sprites tend to be cartoony and a little squished even for non stout races. Making the succubi thin as they are in many games will make them odd and hard to read in our case. I think we're getting to a good compromise there, looking more like an early century model which fits the theme.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on March 17, 2015, 03:39:52 am
Dont you need some space for the profession-items ? Yes, the basic succubus doesnt fill a square, but as soon as anvils, weapons, symbols of jobs etc come into play, you need the extra space...
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on March 17, 2015, 04:18:50 am
I need some space for clothing details too.  :P

But seriously it shouldn't be odd now when pitted against similar sprites like humans or orcs.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on March 17, 2015, 03:48:34 pm
Getting there, I restored the previous proportions.

(http://blog.devduweb.com/files/sprites/6.png) (http://blog.devduweb.com/files/sprites/6bis.png)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on March 18, 2015, 05:34:06 am
Or you are lazy like me, and use free sprite resources as basis and then go from there. Add a tail, horns and change the skin color. ^^

(http://i.imgur.com/HMagwYm.gif) (http://i.imgur.com/jn1BKw3.gif)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on March 18, 2015, 07:03:41 am
I prefer to be original but this makes me want to start over. :P
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on March 20, 2015, 07:26:02 am
Sorry ^^
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: NukeACitrus on March 25, 2015, 01:40:15 pm
Hello guy!

I've been playing quite a lot of the succubi in the last couple of days but I've encountered a problem I just can't get past.

Whenever I create a soul gem from the well of souls (Cutting a gem and then trapping a soul in it), I can't seem to stockpile it.
 
I've turned the stockpile menu upside down but can't seem to find anything that allows soul gems. I did try the obvious one, "Soul gems" but it din't work.

My succubi have been cutting ore into gems and it seems they have been using those gems to store the souls in. Could that be the problem? The gems holding the souls are large gems, but that's all in order, right? And I can't use them "as is " either, it seems it needs to be stored in a stockpile before I can use them, much like other materials in the game.

Any ideas that you guys might have are welcome, cause a succubus fort without its soul gems is an unhappy fort indeed.

I'm playing masterwork version 2.6, the most recent one to my knowledge but I could be wrong.

EDIT: Just found the rework succubus thread. Excited!
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on March 25, 2015, 04:43:32 pm
Hi, I stumbled upon your stream earlier, that was really fun (poor fat mistress).

Soul gems are large gems and behave the same way as the random large gems only they are made of a special material. Using cut stones does not matter here.

They should be moved in the finished good stockpile. However... I found this: http://www.bay12games.com/dwarves/mantisbt/view.php?id=4430

Look like there is several bugs working together to annoy you. First large gems are not stockpiled (fixed in reborn it seems), then you are probably seeing the burrow bug aka the "I can't tell if I'm allowed to take this" bug because burrows are miscalculated.

Perhaps you can 'dump' the soul gems somewhere, like other people do when quantum stockpiling, by making a garbage dump near temples or summoning circles then clicking on the well of soul's center with the dump designation. Then you can reclaim the gems once they're there, that should unlock the troublesome reactions.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: NukeACitrus on March 26, 2015, 04:39:40 am
Ah, thank you! Yes, she will be missed... She might have had a large exterior but I've be dammed I'm she wasn't the greatest fighter I ever did see in DF, completely surrounded by dorfs and their mounts, rolling/jumping/skipping/dodging around in their mists. Inexhaustible, more agile then an elf (she took on an whole elven ambush and killed 8 of them before taking an arrow to the knee arm and strong as an ox.

I'm going to look into these reports, thanks for the link! I sorted out the burrow one on stream, burrows are not active atm, but it might be the " Metal " one.

On solution is ofc just to start with DF:master 0.4, might do that today and see how it goes. The succubi is an really interesting race to play as, for their rituals and way to "handle" invaders. Speaking of invaders, we've been having some problems with corrupting prisoners too.

We managed to turn 3 dorfs to our side, and had them join our fort. Once released from their cages, they appered in the unit list, with the status "Tame". However, therapist lists them as wild animals, with a training level of "wild" and they never id any work. We tried changing their profession in game, turning on hauling and mining (mining being their racial focus?) and also the labors they already had skills in, but they just stood there. They were sleeping, eating and drinking, but otherwise just hanged out in the meeting zone, much like animals do, with the exception of eating and drinking like normal dorfs. Very peculiar.

Well, it matters little I supose since you're reworking the race anyway, but wanted to give you a heads up. Keep up the good work, loving the race so far! (Blade whips are freaking BOSS!)   
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on March 26, 2015, 05:22:12 am
Did they transform or stayed as dwarves? If they transform they should act as proper members of the fort. Perhaps you can try pasturing them around the den of iniquity and trying again.

0.4 Succubi has a few new stuff like free slade and more magma management, but it's still under management. You'll find blade whips and invader handling but summoning is broken and magic is not in yet. So it's a more stable experience all around that's closer to vanilla atm.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: NukeACitrus on March 26, 2015, 06:00:00 am
They did not transform into anything special, just ordinary dorfs that had the "feeling content lately" mood constantly, which I guess is all in order since they are no longer "themselves".

Pasturing did not work either (Or maybe it did, I can't remember. We tried so many different succubi versions I've lost track?), since only therapist seemed to consider the dorfs animals and not the game itself, listing them under units with our succubus. We COULD turn them into nobles though, kinda funny to have a thralled dwarf being the misstres of pain. Will try to corrupt them again in the future.

Might just turn to the dorfs or gnomes then until the succubus get's fixed some more, at least the mayor things like magic and summoning. I read about the summoned beasts turning hostile after loading a save.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on March 26, 2015, 08:26:57 am
Yes the dwarf should have transformed, I had trouble with special ones (apostle, guilds...) and I thought I fixed that a couple of relases ago.

The corruption system is quite different in reborn anyway and involve less transformations.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: arbarbonif on March 26, 2015, 09:23:01 pm
This is odd.  I just created a new world in .05 and got soul gems as a layer stone in my embark.  I don't see anything in the raws that should make that possible...
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on March 27, 2015, 03:16:33 am
This is odd.  I just created a new world in .05 and got soul gems as a layer stone in my embark.  I don't see anything in the raws that should make that possible...

That's strange, an entire layer? Do you have duplicate errors in your errorlog.txt?

I'll run 0.5 and check this out.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on March 27, 2015, 05:30:50 am
Just as a note: All occurences of inorganics in the new mod are completely vanilla. I havent touched the stones at all.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: arbarbonif on March 28, 2015, 03:06:01 pm
This is odd.  I just created a new world in .05 and got soul gems as a layer stone in my embark.  I don't see anything in the raws that should make that possible...

That's strange, an entire layer? Do you have duplicate errors in your errorlog.txt?

I'll run 0.5 and check this out.
Not seeing anything suggestive

*** Error(s) found in the file "data/save/region1/raw/objects/interaction_kobold.txt"
Unrecognized Counter: Unrecognized Counter:
Unrecognized Counter: Unrecognized Counter:
Unrecognized Counter: Unrecognized Counter:
undefined local creature material set to default: FLESH_BALL TALLOW
*** Error(s) finalizing the entity TIGERGIRLNYAFD
Unrecognized entity weapon token: ITEM_WEAPON_SWORD_HANDER_ZWEI

And this is getting ever weirder.  My latest embark (now in .06) had a soul gem layer and pelagic clay, despite being no where near a body of water.  Both were visible on the surface.

Ah, peat is doubled in the raws.  If I remove the peat from inorganic_stone_soil.txt it looks to solve the problem. It is peat_soil in inorganic_fuel_masterwork, with peat being the compact peat boulder.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on March 28, 2015, 09:41:19 pm
Now it makes sense. I deleted the old peat and replaced it with that new one... but only in the default tileset. You changed tilesets and suddnely there are two entries.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on March 30, 2015, 11:12:17 am
That solves it, still I will remove soul gems because they serve no purpose until the soul system is implemented and that will be after fixing summoning and adding magic.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Rekov on April 09, 2015, 12:59:00 pm
Out of curiosity, do (female) succubi have a higher propensity for bi/homosexuality than most races? It seems like something that would come with the gender ratio, and it would also allow for more couples. They're non-reproducing, sure, but those emotional attachments still lead to fun.

As I understand it, it should be possible to modify [ORIENTATION] for a specific caste.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on April 09, 2015, 01:56:11 pm
Yes, males too, with the difference that there is no asexual males.

This is quite important because many of them dream of falling in love.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Vendayn on May 15, 2015, 03:03:40 pm
Is there any guide to getting started as the Succubi like there is for the warlock? Warlock gets tons of guides and helpful playing tips. Its nice to be able to get a bit of a guideline to get started, then move on from there. In pretty much even vanilla DF...I always like a bit of a Guide for dummies when starting out :P

And yes, this is for the old masterwork version.

I know there is Succubus in the new Masterwork reborn, but its really incomplete and has a lot less stuff. No magic either as far as I know. I know Succubus have none. No warlocks either. Two of my favorite to play as. But it is really early in development so once its finished I'll probably move on (but the old masterwork does have TONS more stuff right now, so its one I'm playing as). :P In any case...

I tried googling, searching, everything...but can't find a Succubus guide :( Like, what are key things to take on embark? Do I need certain skills for my Succubi at embark? Should I start with x amount of Succubus? Like I followed one guide that started with 13 warlocks and had a really nice walkthrough on what to take/build what to do at start and what not. What buildings or/and things do I need to focus on in the beginning? Do I create a hunting squad right away like I do for Warlocks? Like many guides for warlocks say make a ghoul squad right away to hunt for parts, or if no ghouls, make an overlord to go hunting. Pretty much anything else found in guides for Warlocks :)

I know succubus are a lot easier than warlocks, but its still a bit overwhelming not having a startup guide lol. And warlocks have a lot more guides for them, but guess they are a lot harder to play as. It took me a while to figure out warlocks even with guides :P

Also, why do people recommend starting in an evil biome with this race? Is it better for Succubus or just "more fun"? Usually I start in that more wild biome (it shows up as yellow)...is it actually better to do a sinister biome?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on May 16, 2015, 12:17:10 pm
Have a look at this: http://www.bay12forums.com/smf/index.php?topic=139674.msg5408442#msg5408442
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Brutaka001 on May 16, 2015, 09:43:56 pm
I have a question on the Abyssal Temple. I have read the whole *Lovewhirl* story, though it's obvious that it's incomplete. But that isnt the whole of my problem. I had a Succubus fort going strong in a Terrifying desert that almost constantly rained elf blood. I named it Eternal Dawn. I have survived numerous sieges from all races except Humans, they just camp out in the edge of the map like the dopes they are in their Titanium breastplates and such. 2 Legendary-rank ArmorSmiths, 1 Legendary-rank WeaponSmith and a Legendary-rank LeatherWorker had my 20-man army equipped with all MasterWork gear: Leather Armor with images of the Lust Deity sewn on them, Mithril Corsets, greaves, gauntlets, boots, helms, and blade-whips. Plus about 6 of my Whip Maidens had the Torrid Kiss spell ready for use. My problem is that in the LoveWhirl story, it clearly mentions the use of the Abyssal Temple to bring the asshole Humans to the gate. But i have combed the workshop and furnace options and see no Abyssal Temple. I even checked the DF Wikia and it says the key bind is b-w-A, but that leads to the Altar of Nightmares where the Wikia states that the Altar is b-w-N. So I'm confused if it's even in game. Sorry this was so long for such a stupid question..
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on May 17, 2015, 04:12:44 am
Is there any guide to getting started as the Succubi like there is for the warlock? Warlock gets tons of guides and helpful playing tips. Its nice to be able to get a bit of a guideline to get started, then move on from there. In pretty much even vanilla DF...I always like a bit of a Guide for dummies when starting out :P

And yes, this is for the old masterwork version.

I know there is Succubus in the new Masterwork reborn, but its really incomplete and has a lot less stuff. No magic either as far as I know. I know Succubus have none. No warlocks either. Two of my favorite to play as. But it is really early in development so once its finished I'll probably move on (but the old masterwork does have TONS more stuff right now, so its one I'm playing as). :P In any case...

I tried googling, searching, everything...but can't find a Succubus guide :( Like, what are key things to take on embark? Do I need certain skills for my Succubi at embark? Should I start with x amount of Succubus? Like I followed one guide that started with 13 warlocks and had a really nice walkthrough on what to take/build what to do at start and what not. What buildings or/and things do I need to focus on in the beginning? Do I create a hunting squad right away like I do for Warlocks? Like many guides for warlocks say make a ghoul squad right away to hunt for parts, or if no ghouls, make an overlord to go hunting. Pretty much anything else found in guides for Warlocks :)

I know succubus are a lot easier than warlocks, but its still a bit overwhelming not having a startup guide lol. And warlocks have a lot more guides for them, but guess they are a lot harder to play as. It took me a while to figure out warlocks even with guides :P

Also, why do people recommend starting in an evil biome with this race? Is it better for Succubus or just "more fun"? Usually I start in that more wild biome (it shows up as yellow)...is it actually better to do a sinister biome?

Nukeacitrus made an extensive stream on the succubi, but twitch being twitch, it is not available anymore. I'll check with him when possible to see if he can upload those on youtube.

The manual bundled with MDF should help you too. The gameplay is not as exotic as the warlocks so what you knew to do with other races will work for succubi. The most important change is that dwarves or humans will attack you very early so you must have one lady of pain training with a teammate at the end of spring.

So for embark I recommend 7 succubi, one trained in whip, fighter, dodge and shield user. She will be your lady of pain. The remaining 6 are the usual suspects: a farmer, a cook, two miners, a carpenter and a mason. Get a silver whip and bronze equipment in addition of the usual items, you can ignore pets for now.

Evil biomes are often recommended because they fit the theme and two plants can be brewed there into wines that improve the succubi and also because after surviving the early game, the mid game can be a tad too easy afterwards so zombies or clouds should spice it up.


I have a question on the Abyssal Temple. I have read the whole *Lovewhirl* story, though it's obvious that it's incomplete. But that isnt the whole of my problem. I had a Succubus fort going strong in a Terrifying desert that almost constantly rained elf blood. I named it Eternal Dawn. I have survived numerous sieges from all races except Humans, they just camp out in the edge of the map like the dopes they are in their Titanium breastplates and such. 2 Legendary-rank ArmorSmiths, 1 Legendary-rank WeaponSmith and a Legendary-rank LeatherWorker had my 20-man army equipped with all MasterWork gear: Leather Armor with images of the Lust Deity sewn on them, Mithril Corsets, greaves, gauntlets, boots, helms, and blade-whips. Plus about 6 of my Whip Maidens had the Torrid Kiss spell ready for use. My problem is that in the LoveWhirl story, it clearly mentions the use of the Abyssal Temple to bring the asshole Humans to the gate. But i have combed the workshop and furnace options and see no Abyssal Temple. I even checked the DF Wikia and it says the key bind is b-w-A, but that leads to the Altar of Nightmares where the Wikia states that the Altar is b-w-N. So I'm confused if it's even in game. Sorry this was so long for such a stupid question..

The altar of nightmares should be b-w-N, or in the 'succubus rituals' part of the workshop menu between the esoteric order and and the abyssal temple.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Brutaka001 on May 17, 2015, 11:21:23 am
But i have combed the workshop and furnace options and see no Abyssal Temple.
My problem wasn't with finding the Altar of Nightmares. My problem was that the Abyssal Temple is not on the workshop or furnace menus at all and i cannot lure a human siege to my doorstep. I've tried luring with military recruits that can be spared, but they just kill the unit and go back to camping. The links here show what my whole Workshop menu consists of and the Abyssal Temple is not included. {and sry about the crappy image in the background, that's my graveyard being worked on)

http://i.imgur.com/UALleAP.jpg
http://i.imgur.com/0DppBYJ.jpg
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on May 17, 2015, 11:41:53 am
My bad I got confused there, but the altar was renamed to "Infernal chamber". You can build this and run the "lure invaders' job.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Brutaka001 on May 17, 2015, 04:39:29 pm
AH! Then now it's my bad, I didn't even think of checking the other ones. Sorry for the dumb question lol.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: vjmdhzgr on May 17, 2015, 05:14:45 pm
So for embark I recommend 7 succubi, one trained in whip, fighter, dodge and shield user. She will be your lady of pain. The remaining 6 are the usual suspects: a farmer, a cook, two miners, a carpenter and a mason. Get a silver whip and bronze equipment in addition of the usual items, you can ignore pets for now.
I just wanted to say that you are the first person I've heard describe their embark setup that didn't make me freak out over how bad it was. Thank you.
Also I'm not saying everybody else's embark setups are bad, just that I personally cannot stand how many combination people there are. Like making an architect-mason, or a miner-engraver, it just hurts me so much.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: smakemupagus on May 17, 2015, 05:26:27 pm
You might be stressing about it a bit too much if other people's reasonable-but-different embark strategies cause you pain :P

edit:  To elaborate a little bit, 1 point in architect or engraver cross training costs what, 5 points?  The equivalent of 3 seeds?  You can make up such a loss with like 2 seconds of plant gathering..
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on May 18, 2015, 02:08:48 am
It enable the skills from the start so I guess that's less time shuffling with the manipulator.

What I avoid are profiles that assumes a complete upgrade from the start. I don't believe that you can build a steel clad militia with your starting seven, that's time better spent digging rooms and making farms. Humble beginnings in bone armor makes you enjoy proper equipment more.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Vendayn on May 18, 2015, 08:14:41 pm
There, with your guys's help (even though I'm pretty dumb sometimes and miss the obvious lol)...I do learn at least :P

I combined warlock gameplay with succubus gameplay. :D Along with custom buildings to make hourglasses, totems, blocks and other warlock required stuff.

I chose Succubus as the base race for it, because not any particular reason. I guess I thought it made a bit more sense, and I like dungeon keeper (and they remind me of playing dungeon keeper). It would have probably worked just as well if I chose warlock which I equally like. But actually, maybe starting with Succubus is a bit easier as I'd have to do more if it was the other way around.

It was pretty easy to do, just copy Warlock stuff into Succubus files.

Succubus can now summon undead with necromancer's shrine and altar (it works), are friendly with evil (they are demons after all, but I didn't mod that, just changed alignment to evil in masterwork launcher), a bunch of other warlock stuff (that works) and I'll have to test it...but they SHOULD get all the warlock spells from the library. I did give them the spell entities. Which is how I got the other stuff to work, which is pretty much Succubus using stuff from the warlock files. But, maybe books could be an issue if succubus don't make them...don't see why not as everything else works that I've tested and I did add the scribe entity.

I didn't touch torture chamber, the forges and some of that stuff. I didn't think it would work too well with Succubus and I didn't want to copy everything anyway.

But now, I have a tower+dungeon of demonic undead guys :D

(edit: Well that explains why my Succubus have randomly died. And why undead show up as red on the unit list. Easy fix. I added the evil trait to the demons and their pets (demons are evil after all :P). Now undead are definitely friendly (show up as grey like they do with warlocks). :) )
As for difficulty (my friend asked me if it makes things easier, so I'll just post it here)

I don't know if the changes will make things easier or not. Since I made them friendly with undead, thats easier if you start in an undead area (especially a tower). But even without it. It probably will especially if I confirm libraries work. Since they'll get tons of spells.

I get TONS and TONS more stuff to build and do however, tons more content. Though I've been working out the occasional mistake cause I tend to be like an elephant in a china shop lol. I still have diseases on, invaders can dig and raze. TONS of invaders (as in all). So game will probably still be hard :P But lots more stuff :D And ever since I got back into DF (even before that)...I wanted a demon/undead hybrid...got one :D

(edit again...

Well, some undead corpses animated by necromancers are enemies and some aren't. Like minotaur corpses were, but drow corpses were not. And sometimes my own pets attack, even though they have the same alignment. Guess some work to do still. Or maybe I can leave it like it is, to spice things up.

(last edit for now :P)

I'll just leave the undead as they are. Its kinda nice having some undead still be enemies, and some not. Some towers I appear at everyone is friendly, others only some are...makes it more random and dynamic.

(well, I did get undead to be friendly. I saw the
[CAN_DO_INTERACTION:MAKE_VAMPIRE] in the warlock creature file.

Added that to the Succubus stuff and undead are friendly now. I had to add it anyway as summoned undead were still enemies lol...which made it funny when I summoned a bunch of zombies and they started attacking :P

Now that is out of the way. Everything works, just got to test libraries now.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Vendayn on May 19, 2015, 06:15:39 pm
Well, outside of libraries that I haven't tested (it takes a while to get to that point and I keep having to make new worlds to fix small things. Wish changes were save compatible lol). Finally everything works :)

Undead are all friendly, the pets Succubus can take on embark I set to friendly with undead too. Made custom meat/metal totems (1 meat, 3 metal) as I found the regular totems really really annoying to make. No idea how to build them, as I had skulls and bodyparts in a refuse pile nearby and it still didn't work. Too annoying and not fun to make :P Metal is still hard to get early on anyway outside of what you can take on embark (which isn't much lol). Succubus can build blocks (but they can do that already) and hourglasses too as those are needed for Warlock stuff. Both blocks/hourglasses just are built with wood, though I might add glass as a requirement to hourglasses, I dunno. Just wood is kinda easy and doesn't make much sense. I know warlocks make them out of stone, but heh. It works with wood too I guess if it does out of stone. Glass is too hard to get if there isn't any sand on the map (I quite often embark on sandless maps lol xD Might just need to dig down really deep or something).

They should be able to get all the warlock spells, on top of the demon ones...but until I start my main game (like I said, kept finding stuff to fix that needed a new world gen)...I won't be able to test that. But, they can summon undead with necromancer shrine and the altar works. And they can make blood/ash and stuff needed for that special necromancer forge to make armor and what not out of blood/bone/iron. I added the thrall chamber and some other buildings, too from the warlock content.

I thought of adding the vampire crypt and that werewolf one...but I dunno. That doesn't really work with demons (demon vampires and werewolfs doesn't sound very good lol. That fits more with warlock/undead stuff even though I added a bunch from there).

Outside of some custom stuff though which was the hardest part and took the longest (14-15 hours in total for that, not including play testing). As I kept being dumb and missing small things :P), it was mostly transferring warlock entity entries to the succubus ones after getting the custom stuff done.

But, lots of fun to play :D While I haven't got far into any of the games (3 hours in one)...its fun being demons and summoning both demons and undead, along with all the other stuff they can do now.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: smakemupagus on May 19, 2015, 10:43:50 pm
Regular totems are just made from skulls, easy peasy. 
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Vendayn on May 19, 2015, 10:52:33 pm
I had a whole bunch of skulls in the refuse pile and it wouldn't accept them. I had a couple dwarf skulls, some minotaur ones...a gnome one...a bunch of the corpse skulls from the living corpses on the map that died and then got butchered. Then I had a ton of animal skulls of various kinds. But, it kept saying there was missing totem able reagents. They weren't rotten either. One map, I somehow got it to work (just once)...I think it was from...I forgot...but I remember there was a whole bunch of variety of animals and some of the animals worked to make totems.

It was a "good" alignment map though so maybe that is it (it was more wilderness or whatever its called that shows up in yellow)...usually I start on haunted/sinister maps with necromancer towers or tombs on them (or the occasional dragon cave if I get lucky and one is generated) as I find them a lot more fun and those have never worked to make totems for me.

In any case, now there is two varieties of totems to make :D Still a tad hard to build anyway with needing metal. And more fun for me


Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: smakemupagus on May 20, 2015, 03:05:18 am
Well, dunno  8)  I've probably made thousands of dwarf skull totems over the years.  Glad you got something working, though.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on May 22, 2015, 09:06:27 am
This looks good, don't hesitate to upload the succuwarlocks to dffd if you wish to share.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Vendayn on May 22, 2015, 12:56:53 pm
I plan to upload it. Definitely sometime next week at the latest...but got a bit distracted with Witcher 3 to be honest. :P Plus I want to make sure it all works good and maybe (I dunno if I'll do it) organize the text a bit into sections, so its not all jumbled up together. Easier to find things that way at least and looks nicer. It probably be released as it is, if it all keeps working good to be honest though lol. In real life, I tend to be kinda messy and disorganized as it is xD

So far the only issue tends to be with the Succubus pets, but maybe there isn't any at all. They are friendly with undead. Well, most of them. Some of the animals that you can sometimes get randomly on embark, I didn't change. I'm not really sure how many you can sometimes get (like once I was able to embark with some kind of wolf), but I didn't want to change all of the "rare" ones. But that works. That is the only change I made for their pets. But...some of them randomly explode into fire for no reason. Or they'll go berserk. But, that doesn't tend to happen if you take very few or none at all (Succubus embark with pets anyway by default). So maybe that is normal if you take too many than your guys can handle. Probably taking 40+ spiders isn't a good idea lol :P Though I did take a bunch of tentacle monsters and that worked out.

But yeah. I just wasn't exactly sure how modding community is here. Some modding communities don't want any changes to their mod or use their files at all. So, I just wanted to be on the safe side. :)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Vendayn on May 22, 2015, 07:10:41 pm
Hm. Well, the only thing that seems "bugged" is zombies don't show up in therapist. They do for warlocks though.

Except, I'll have to test it to see if I can give them actual orders in-game (which means for some reason therapist doesn't see them when I'm succubs). But...they were picking up equipment and doing regular labor (at least moving items to stockpiles, and I saw one mining). So I dunno why they don't show up in therapist...but maybe I can't give them orders in-game either. I'll have to look later or tomorrow evening.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on May 24, 2015, 02:07:17 pm
But yeah. I just wasn't exactly sure how modding community is here. Some modding communities don't want any changes to their mod or use their files at all. So, I just wanted to be on the safe side. :)

The df modding community have quite the open source mentality, this civ is in fact based from another mod from Arkfallen.

As for the bugged zombies, you can only command creatures of your civ, so raised zombies must be transformed into succubi. That's what I do with corruption. Perhaps you can paste the ghoul/zombie castes from the warlocks into the succubus creature file and play with that to make your zombies. On the other hand all zombies will look like succubi, except maybe using the purple zombie tile.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on May 25, 2015, 12:43:27 am
But yeah. I just wasn't exactly sure how modding community is here. Some modding communities don't want any changes to their mod or use their files at all. So, I just wanted to be on the safe side. :)

The df modding community have quite the open source mentality, this civ is in fact based from another mod from Arkfallen.
All but GM-X ^^
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Vendayn on June 09, 2015, 01:45:18 am
Its been a little while as I got distracted with Witcher 3 and Skyrim, then my PC started having a lot of issues.

But, I got zombies to work with Succubus+Therapist. I see I actually can embark with zombies now too, as I noticed in dwarf therapist after I embarked that one of my succubus was actually a zombie and I could give it commands.

I'll probably upload what I've done tomorrow since I got that worked out. The files are gonna be messy though, but I tested most stuff. Don't think I missed anything. But in case, it'll be considered a beta version. Never got to the library part as that is kind of way later into the game, but I imagine it works.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Brutaka001 on June 11, 2015, 02:39:08 pm
OK so, i know I'm not new to Succubi or their mechanics. I decided to play them on the newest version (due to my previous version confusion). It's the 21st of Galena in the year 94. 56 Succubi total, 53 adults, 1 child, and 2 babies (twins born from my Lady of Pain and Master MetalSmith/Master WeaponSmith). After pumping out Masterwork Gold Statues all day, the MetalSmith goes to sleep with his wife, and the rest of the military heads to the barracks from hard training. Everything is quite, Miners are carving out a burial chamber for temporary storage of memorials and coffins until the aboveground fort is completed. Parties are being thrown in the Dining hall to congratulate the birth of the twins. Then out of nowhere beneath them, a Forgotten Beast made of writhing tentacles of ash in the shape of a giant human appears. We could smell its acid from even this far away. The beast felt our presence and climbed the stairs before they could be blocked off. It sees a Commoner and lurches toward it, viled poison dripping from its lips as it kicks her. The kick lands but only bruises her. Then she goes into a blood rage. The rest is mere history...
Spoiler (click to show/hide)

Oh btw: Any person that is not Military, a Noble, or a Master-Succubus is custom labeled a Commoner through Therapist. That's her name in the report is simply "The Commoner".
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Brutaka001 on June 11, 2015, 02:50:17 pm
Also here is a pic from Therapist to show how average she actually is in Military stat's:
Spoiler (click to show/hide)
. She's obviously the highlighted one, Acinde Leruraxemisade. Love the name lol
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 12, 2015, 02:52:25 am
Haha, the succubi in the new version have always a slight chance to enrage, honey badger style. With luck and some dodging she could tear the beast apart.

What surprises me is that she lost a hoof and kept fighting like nothing happened. It is time to make her an encrusted gold crutch.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Brutaka001 on June 12, 2015, 10:42:43 am
lol I went one step further and made a masterwork Gold crutch menacing with silk thread spikes! The Therapist just says, "Equipment: Uncovered - Feet Uncovered!!!. Even though she's still walking around with a crutch...
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: chaosfiend on July 11, 2015, 02:00:07 am
Been a long while since I last toyed around with succubi. Before I start off a new fort, I want to try and recall one thing. Do Succubi have any access to poison coating reactions for weapons/ammo? A plan for later game with my fort, if the answer is yes, is to get myself a late game Bebilith and start milking that bastard for poisoned melee weapons. Sev 1000 Necrosis (hopefully) FTW!
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on July 13, 2015, 02:41:01 am
Been a long while since I last toyed around with succubi. Before I start off a new fort, I want to try and recall one thing. Do Succubi have any access to poison coating reactions for weapons/ammo? A plan for later game with my fort, if the answer is yes, is to get myself a late game Bebilith and start milking that bastard for poisoned melee weapons. Sev 1000 Necrosis (hopefully) FTW!

Nope, there is no poison coating reaction for now. You have a necrosis spell available however.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: IAmTheMadLord on August 03, 2015, 11:28:08 pm
I've been trying succubus for a while, but I can't figure out: where do I make totems? I've butchered the two animals you start with, and have their skulls, but I can't seem to find totems in any of the workshops.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: smakemupagus on August 03, 2015, 11:40:27 pm
Do they not have a regular craftsman's shop? 
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on August 04, 2015, 01:32:53 am
Do they not have a regular craftsman's shop?
They do. Craftsuccubi shop. ;)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: bluwolfie on August 06, 2015, 12:45:16 am
There seems to be an issue, I can't find any of the Succubi workshops. I'm using Masterwork Reborn btw.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: zach123b on August 06, 2015, 08:29:41 am
check if ur playing as succubi, i tried reborn and putting the files in for succubi to find a copy of vanilla dwarfs in
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: bluwolfie on August 06, 2015, 11:29:54 pm
check if ur playing as succubi, i tried reborn and putting the files in for succubi to find a copy of vanilla dwarfs in

I'm playing as succubi, it seems like I have all vanilla buildings though (Albeit with the craftdwarfs workshop renamed to something succubus related)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: DaSilva on October 03, 2015, 12:53:37 am
So I'm currently playing Succubus in 34.11 and I can't seem to get the Den of Iniquity working.

I have the booze. I have the den. I have idle workers with the labor enabled.

Human prisoner inside an installed cage directly adjacent.

But when picking an order from the list of reactions, both [charm minatours] and [corrupt prisoners] are greyed out.

Tried instead with the prisoner chained up and again, greyed out. Am I doing this wrong somewhere? 
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on October 05, 2015, 03:56:53 am
There is an issue with drinks. If succubi are drinking from all the pots in your fort, you can use them for the reaction. The solution is to produce drink at the same time that you want to corrupt the prisoners.

I'll fix this soon by using other reagents, perhaps a tentacle slime and a chain/rope.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: endlessblaze on October 13, 2015, 08:07:06 pm
sooooooo.....fire imps die as soon as the come in a migrant wave.....apparently cold weather does not suit them...
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Mirrond on October 16, 2015, 01:58:37 pm
I don't get it. How is the Den of Iniquity supposed to work? I tried to "corrupt" some poor fellows, and they turned out to be quite useless. They are doing the job "Tamed" and wander around the Meeting hall doing nothing. Therapist shows them as a wild animals... are they suppose to change with time, or is there a bug?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Talanic on October 17, 2015, 01:10:58 am
Not sure what's going on for me, but I'm getting no sieges.  Four years in, tons of fort value, and I ensured there were hostile civs nearby when I embarked, but...nada.  Even Dfhack has failed me - force siege brings in a caravan, regardless of whether the enemy's supposed to be an enemy or not.

Edit: I think it's because I play with lower population values because of my potato-quality computer.  Editing their progress triggers to try again - though my first test indicates that DFhack still brings in a caravan.

Further edit: I eventually figured out I had the wrong versions installed on top of each other.  This has probably fixed the problem, but I won't know for a good long while.  In short, don't worry about it.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on October 19, 2015, 03:23:49 am
I don't get it. How is the Den of Iniquity supposed to work? I tried to "corrupt" some poor fellows, and they turned out to be quite useless. They are doing the job "Tamed" and wander around the Meeting hall doing nothing. Therapist shows them as a wild animals... are they suppose to change with time, or is there a bug?

Looks like the transformation failed, what did you try to transform? And do the targets belong to a specific caste (knights, specific job dwarf)?

Not sure what's going on for me, but I'm getting no sieges.  Four years in, tons of fort value, and I ensured there were hostile civs nearby when I embarked, but...nada.  Even Dfhack has failed me - force siege brings in a caravan, regardless of whether the enemy's supposed to be an enemy or not.

Edit: I think it's because I play with lower population values because of my potato-quality computer.  Editing their progress triggers to try again - though my first test indicates that DFhack still brings in a caravan.

Further edit: I eventually figured out I had the wrong versions installed on top of each other.  This has probably fixed the problem, but I won't know for a good long while.  In short, don't worry about it.

Sieges are supposedly triggered by what you produced. Ie. If you produce stygian bronze equipment, the sieges will get bigger, otherwise gold crafts will do the trick. Trading away help triggering too.

If you are playing the 'reborn' version, with the 3d trees and work priority, then everyone suffer this issue no matter that you play vanilla or not. You must embark near a necro tower to have fun.

If you are playing the 0.34 version, make sure to check the neighbor screen before embarking to ensure dwarves and humans nearby, they'll reach out to say hello very shortly.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: chaosfiend on October 31, 2015, 06:07:59 am
Seemingly silly question, but where do you make Shards for the Stygian Pitchfork? I dont see the reaction anywhere. I have yet to make any pitchforks cause I have yet to find the reaction
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: endlessblaze on October 31, 2015, 07:02:13 am
hey what would you guys recommend for trading.

and before you say anything, I have made some adjustments.....

I set dwarves and elves to slavers, along with the warlocks, who I gave a caravan. drow and kobolds are now civilized..... and slag is off.

any suggestions on priority?


((also of note, I have drowspiders, and the world is in year 10. I am also aware that a hydra has at some point been slain thanks to artwork.))

edit- recent higlights.

quadruped of water. 
(http://i.imgur.com/DeouqaU.png)

 an interesting trap piece, I wonder how effective it would be....(http://i.imgur.com/XR0J6Bd.png)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Morgoth on October 31, 2015, 12:19:32 pm
Any tips on starting in Adventure Mode as a Succubus?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on November 03, 2015, 12:09:00 pm
Any tips on starting in Adventure Mode as a Succubus?

I am pretty bad at adv mode so random guesses:
- High dodge is a must, succubi has high agility
- Be careful of exertion and pain, you'll drop faster than a dwarf.
- Kicking is a good skill, hooves hits like hammers.
- Biting will let you 'poison' enemies by licking them. This won't win you the fight alone but it's a good opener.
- You can wrestle with your wings so no free hands are needed.

After starting, look for the frontiers to succubi lands. There is no dark fortress in 0.34 but succubi will build castles with guards you can recruit. If you ask for quests from people there you can work for your faction, the local lord will have more work for you after your first assignment.

Best armor would be a mix of human and succubi stuff. Guards should wear basiliskine (best) or stygian bronze (still good), both are lightweight so you will be protected without losing your agility advantage. Then grab a breastplate and greaves to wear over the corset and leggings. Humans also has access to higher shield tiers, a tower shield is better than a succubi kite shield.

As an alternative you could go on a rampage through hamlets for fun.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on November 03, 2015, 12:19:48 pm
hey what would you guys recommend for trading.

and before you say anything, I have made some adjustments.....

I set dwarves and elves to slavers, along with the warlocks, who I gave a caravan. drow and kobolds are now civilized..... and slag is off.

any suggestions on priority?


With dwarves, all the steel you can get. Get steel toys, craft, tools, etc. and melt it all at the furnaces. That'll be the best weapon material you can get your hands on. You can use the excess on steel armor too, and buy tower shields, no matter the material.

With elves, they can provide the occasional beast that you can place in strategic spots for defense. Do not mix them with tentacle monsters or decay brutes if you summon some. Otherwise buy all the plant they bring and cook them for wealth and happiness.

That trap might be good in your entrance but its best location would be in the meeting room for all your succubi to admire. They'll love the bone and warpstone deco.

PS: Your queen is a giantess.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: endlessblaze on November 03, 2015, 01:34:12 pm
I noticed.

for now the wire is in a cavern trap. but once I get some more trap components I will move it to a public place.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: ulrikk on November 09, 2015, 10:30:38 am
The Magma Forge seems to be missing from my version of MDF 6.2. Is there any of the new workshops where I can forge arms and armor instead? I'm afraid I cannot find any.

Love the mod apart from that.  :)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Dozebôm Lolumzalìs on November 21, 2015, 10:33:49 am
Have you found magma yet (WITHOUT reveal)? The magma forge is a vanilla workshop and is only visible once you get the message "you have found a great magma sea" or something. Or volcanoes. Volcanoes are great.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: blapnk on November 23, 2015, 04:16:17 am
Had a bit of fun with this, including spawning magma over a glacier and getting half my dungeon afflicted by fever syndrome from a summoned horrible fell spirit. In general, spent way too much time trying to spawn magma and make large structures out heavy slade that made my succubi succumb to exhaustion at the end of their jobs.

I found a thriving leather industry using summoned orthi. The leather becomes rope to summon more orthi with the surplus hardened with tallow, and the skulls are saved to summon frog demons.

Unfortunately my last save got bugged a kept running into an unavoidable crash, including when trying to retire the dungeon.

EDIT: I meant to post this in the reborn thread, sorry
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: chaosfiend on December 21, 2015, 05:59:54 am
Seemingly silly question, but where do you make Shards for the Stygian Pitchfork? I dont see the reaction anywhere. I have yet to make any pitchforks cause I have yet to find the reaction

Anyone able to answer this old question of mine still? I still have no idea where you make shards for Stygian Pitchforks
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on December 21, 2015, 06:10:36 am
Seemingly silly question, but where do you make Shards for the Stygian Pitchfork? I dont see the reaction anywhere. I have yet to make any pitchforks cause I have yet to find the reaction

Anyone able to answer this old question of mine still? I still have no idea where you make shards for Stygian Pitchforks

You can't, those were removed and the included manual of MDF6.2 is not up to date.  :-[
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: chaosfiend on December 21, 2015, 07:21:41 am
Well bollocks....is there much point to the stygian pitchfork now then with that feature missing?


On another note, My possessed succubi just created a 'Adjustable Fire Turret'. Is that Gnomish malarky? It sounds like Gnomish malarky.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on December 21, 2015, 08:17:58 am
Well bollocks....is there much point to the stygian pitchfork now then with that feature missing?


On another note, My possessed succubi just created a 'Adjustable Fire Turret'. Is that Gnomish malarky? It sounds like Gnomish malarky.

The stygian fork hits with more force in the hands of a strong succubus, and that turret is a gnome weapon (and thus useless).
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Devin9 on February 12, 2016, 08:23:10 pm
Maybe I'm missing something, but...how do I make a fireborn succubus?
http://i.imgur.com/lcLXWby.png
My temple has no option for that.
I'm using masterwork v6.2. That should have the feature, right?

EDIT: Nevermind. I datamined a bit, and if I read it right, they're just all fireproof now.
Man, that manual really is out of date.  :P
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on February 13, 2016, 04:12:28 pm
Yes the manual has not been updated. I did an update on my own but I moved on newer versions of DF afterwards.

All succubi are fireborn now, if you have other issues don't hesitate to ask.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Devin9 on February 14, 2016, 02:48:52 am
Thanks! I'm having fun so far.
Pyromancy sure is fun...
(http://i.imgur.com/ZyNaF9x.png1)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: chaosfiend on February 14, 2016, 09:26:40 am
Thanks! I'm having fun so far.
Pyromancy sure is fun...
Spoiler (click to show/hide)

Hah, that is indeed how most maps seem to eventually turn out. I find that I've been burning down so much of the map that I have to build a whole ton of fireproof pens for my livestock. Concrete is amazing for these kind of constructions. I often 'pave' a perimeter around my walls to give my archers line of sight, as well as a fire break to prevent fires spreading into my walled off area.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on February 15, 2016, 03:46:21 am
It's not a succubus fort if it is not surrounded by ashes.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: chaosfiend on February 15, 2016, 06:23:29 am
It's not a succubus fort if it is not surrounded by ashes.

Keywords there being 'surrounded by'. Its not as pretty a fort if you replace those two words with 'burned down to'.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Devin9 on February 15, 2016, 07:39:34 am
Thanks! I'm having fun so far.
Pyromancy sure is fun...
Spoiler (click to show/hide)

Hah, that is indeed how most maps seem to eventually turn out. I find that I've been burning down so much of the map that I have to build a whole ton of fireproof pens for my livestock. Concrete is amazing for these kind of constructions. I often 'pave' a perimeter around my walls to give my archers line of sight, as well as a fire break to prevent fires spreading into my walled off area.
Those are very good ideas! I should try that.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: squamous on June 14, 2016, 01:58:12 pm
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.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 15, 2016, 12:33:24 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.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: chesse20 on June 15, 2016, 07:43:35 pm
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.
yeah corruption really is hard to do in fort mode as it is right now, all the succubi just bum rush for all the soap bars and leave nothing left for the corruption reaction
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Gwolfski on June 18, 2016, 06:06:14 am
Playing succubi for the first time. How does the magma well work?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 18, 2016, 09:16:41 am
Build the magma well, channel some holes nearby, run the 'fill nearby holes' reaction.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: cerevox on June 18, 2016, 01:11:22 pm
It generates a square of 7/7 magma on the z level below it with a radius of the indicated size, however the square is 45 degrees offset so its got a point going in each cardinal direction instead of flat to each.

I typically dig a 20x20 room on a z level with sand, and then a same size room on the z level below. Put the magma well right in the center of the top room and have the medium reaction run on repeat. The lava flows out so it can often take quite a few runs before the whole room is at 7/7.

Then, I just start channeling from the upper room whenever I need a new magma workshop.

The magma is a little strange when generated, it only starts flowing if interacted with, so if you create it in mid air it might hover there for months until a bird bumps it. Also, the square does NOT respect walls, it will generate on top of a wall or right across into the next room, so make sure that the targeted room below the magma well is larger than required.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Gwolfski on June 19, 2016, 04:04:53 am
How do you satisfy the lust need for adventurers?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on June 19, 2016, 05:51:11 am
Someone asked on Reddit about frog demon summoning, so I looked at the raws.

Quote
   [REAGENT:a:1:VERMIN:NONE:NONE:NONE:NONE]
   [REAGENT:b:1:TOTEM:NONE:NONE:NONE:NONE]

There are too many NONEs, there should be one less each. And I'm not sure, but shouldnt there be another reagent, the animal trap, which contains reagent a, the vermin? I never used live vermin in reactions, so I could be wrong.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: vjmdhzgr on June 19, 2016, 01:02:23 pm
How do you satisfy the lust need for adventurers?
You don't.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 19, 2016, 01:15:28 pm
Someone asked on Reddit about frog demon summoning, so I looked at the raws.

Quote
   [REAGENT:a:1:VERMIN:NONE:NONE:NONE:NONE]
   [REAGENT:b:1:TOTEM:NONE:NONE:NONE:NONE]

There are too many NONEs, there should be one less each. And I'm not sure, but shouldnt there be another reagent, the animal trap, which contains reagent a, the vermin? I never used live vermin in reactions, so I could be wrong.

I'll try it again and see what happens, you might be right.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: lurtze1 on June 22, 2016, 01:15:35 pm
Quick question, how good are glass weapons and armor
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: baga3810 on June 22, 2016, 02:18:55 pm
Quick question, how good are glass weapons and armor

http://dwarffortresswiki.org/index.php/Masterwork:Metal (http://dwarffortresswiki.org/index.php/Masterwork:Metal) see in tables.

Succubus mod is awesome!!
but have some bugs, i try summone horrible fell spirit, take some rose gold bars,bronze cages and slade slabs and i can't do ritual, in reagents they shows missing slade slabs!I was doing a different number and quality but i dasn't work too.A similar situation with a summone frog demon, don't see small live animal.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on June 23, 2016, 03:11:06 am
Quick question, how good are glass weapons and armor

http://dwarffortresswiki.org/index.php/Masterwork:Metal (http://dwarffortresswiki.org/index.php/Masterwork:Metal) see in tables.

Succubus mod is awesome!!
but have some bugs, i try summone horrible fell spirit, take some rose gold bars,bronze cages and slade slabs and i can't do ritual, in reagents they shows missing slade slabs!I was doing a different number and quality but i dasn't work too.A similar situation with a summone frog demon, don't see small live animal.

The frog demon reaction does not seem to work anymore. The small live animal is a captured vermin but it seems that I need to add a container now.

The HFS one is surprising because I have made it work before but if the game refuses to pick a slade slab, I'll downgrade it into a slade boulder.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Amostubal on October 09, 2016, 06:03:44 pm
How many things in the succubus mod can set fire to the entire map?

It seems that when my first envoy from the grand nation of "the nude lavender" hugs showed up they set fire to the map... this cause the loss of 2 wagons and them dumping everything in the middle of the fire of and running for the hills.  At which point the liason did his usual diplomat duty, hung around for a year.... then left abruptly not even sure how she left... teleported through a wall, puff of smoke, anyways... so 2 years went by, I've got a viable map running, I've got 30 troops in constant training outside, I've built traps, walls, roads, I've done more business with tigermen, goblins, orcs then I care to do.  Its going great.... suddenly I'm under seige... expecting dwarves, or elfs, or war elephants.... maybe even jotuns..... finally a seige after 3 years of game play...  Its "the nude lavender hugs".... so I've just slaughtered a 6 man seige.. captured a succubus prisoner.... and thought well I have that den of inequity.... so I built her cage in front of the den.... and ran the process.  she turned into a citizen, let herself out of the cage and then rampaged in terror through the Crystal Tower killing 2 eliminator kids, and assaulted the Lady of Pain during a whiping demonstration.... so they killed my new citizen and entombed her in the military graves.... 

so what did I do wrong?  I've had the same issue with a few of the "summoning" type buildings.  Had a Human pet merchant sell me a war dog that promptly killed 3 kids, mauled a lady and was put down by a dozen soldiers.  The Summoning altar of the succubus forced me to load a back up save after a summoned mob killed 4 out of 7 citizens (better then when a autobutchered mossrova kill caused a berserk to tantrum spiral killing 17 of 20 dwarfs, 2 of which committed suicide by charging into 7/7 water to kill hippos....  The engravings from the living 3 were great... really...)

okay TLDR version:
1.  What are Succubi doing that causes fire on the surface if they get into a close combat fight with whatever?
2.  Really How can I be under seige and listed as in war with the same society that keeps sending me immigrants and my own people also claim to be a member of?
3.  What am I doing wrong with the summoning buildings such as the summoner portal and den of inequity?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on October 10, 2016, 10:13:15 am
Pretty much everything in this mod can set fire on the map. I hope you like ashes.

Most notably:
1. Succubi are in fact pretty nuclear reactors. Their blood will leave their body in extreme temperature so when they bleed, fun happens.

2.You are at war with your own civilization? This should not be possible, or you discovered a new feature of the game. I am confused.

3. In that case, the den of iniquity is going to be unreliable, because I did not expect this situation. This probably caused the game to consider some of your succubi as enemies of the fort itself and any beast would attack them. Reloading a previous save was a good idea.

I can use your save however, that will be quite helpful, especially if you have captives from sieges.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Amostubal on October 10, 2016, 02:34:09 pm
I'll have to check my backups and see if I had the prisoner across one of them... I think I pissed my civ off when they fought some animal that caused the fire to kill their wagon... so its Blood!  That helps a ton... I've been searching battle reports trying to figure out what attack they were using to cause fires.... I understood not to put fire imps near forests, after my first attempt at a succubi base... he chased gnolls across half the embark tossing fireballs at them...lol burned the item the gnolls stole.

If I don't have one with the prisoner intact do you still want any of the saves?
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Amostubal on October 10, 2016, 02:56:48 pm
well even more interesting... my last save apparently didn't save, my last backup is at the start of the summer... prior to the invasion.... I'll let it role forward until the invasion triggers and see if I can catch a couple of them again and save at that point.  Second note you want the whole save file zipped up right?  and do we have any easy file storage location for me to upload it too?  if not I'll place it in my google drive.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on October 10, 2016, 05:02:27 pm
well even more interesting... my last save apparently didn't save, my last backup is at the start of the summer... prior to the invasion.... I'll let it role forward until the invasion triggers and see if I can catch a couple of them again and save at that point.  Second note you want the whole save file zipped up right?  and do we have any easy file storage location for me to upload it too?  if not I'll place it in my google drive.

Yep, the whole sale zipped. You can upload it to dffd.bay12games.com, it has a section for saves. Otherwise dropbox, drive... anything that allows a sharing link.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Amostubal on October 10, 2016, 06:15:30 pm
Well here goes I uploaded the beginning of the siege... the trap she falls into really wasn't for repelling assaults... It was to catch supper... Most of which are just being sacked to the fire pits now as I have over 5000 meat, and otherwise a firehoofed ram(really who came up with that one?  I need to search the RAWs and remove it....) shows up gets caught and burns/melts all my cages....  I noticed the graphics are jacked up on the files somehow, but that's not important (I switched backed to phoebus from spacefox on a new world generation... I rarely play the same map or the same fortress beyond 5 years...  I accomplish my goal and then stare at the boredom).http://dffd.bay12games.com/file.php?id=12497 (http://dffd.bay12games.com/file.php?id=12497)
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Boltgun on October 11, 2016, 01:32:08 am
Well here goes I uploaded the beginning of the siege... the trap she falls into really wasn't for repelling assaults... It was to catch supper... Most of which are just being sacked to the fire pits now as I have over 5000 meat, and otherwise a firehoofed ram(really who came up with that one?  I need to search the RAWs and remove it....) shows up gets caught and burns/melts all my cages....  I noticed the graphics are jacked up on the files somehow, but that's not important (I switched backed to phoebus from spacefox on a new world generation... I rarely play the same map or the same fortress beyond 5 years...  I accomplish my goal and then stare at the boredom).http://dffd.bay12games.com/file.php?id=12497 (http://dffd.bay12games.com/file.php?id=12497)

Thank you, I'll see what went funny here.
Title: Re: ☼Succubi☼ - Everything Succubus Mode
Post by: Meph on October 11, 2016, 06:26:37 am
Edit: Just noticed that we have two succubi threads...  please use boltguns: http://www.bay12forums.com/smf/index.php?topic=147509.450

I'll lock this one.