Bay 12 Games Forum

Dwarf Fortress => DF Modding => Topic started by: Coidzure Dreams on April 19, 2010, 12:40:41 pm

Title: The Plump Helmet Man Question
Post by: Coidzure Dreams on April 19, 2010, 12:40:41 pm
So.  We have plump helmet men (PHM, even).  We obviously must exploit them somehow via modding.

One person has already produced a mod to make them secrete noxious fumes to make a stinking, mobile mushboom. (http://www.bay12games.com/forum/index.php?topic=53075.0)

There was also talk of making them into a pacifistic civ with a high splinter and reproductive rate, possibly forcing them to wear nothing but vests and shorts/loincloths to go with their mushroom people look.

Got some of it rolling in dwarf mode discussion, (http://www.bay12games.com/forum/index.php?topic=54209.0) but figured it should go over here for some proper creative... examination(?).
Title: Re: The Plump Helmet Man Question
Post by: turgidtoupee on April 19, 2010, 01:00:49 pm
I added the pet tag, and tamed one. Then I was able to use it as a noble. Didn't work though, just got kicked off as soon as I exited.

The civ you're talking about is a bit too similar to underground elves I think.
Title: Re: The Plump Helmet Man Question
Post by: Warlord255 on April 19, 2010, 01:01:24 pm
The edibility of the PHM has the apparent capacity to make dwarves eat like zombies. There's gotta be something there.
Title: Re: The Plump Helmet Man Question
Post by: Lancensis on April 19, 2010, 01:01:58 pm
Frankly, bar maybe some of the more alarming inhabitants of The Big Top, Plump Helmet Men are easily the most terrifying thing in the entire game.

I mean, there isn't yet the ability to cause them to be able to infect enemies and slowly turn them into shambling copies of themselves as in "Attack of The Mushroom people" or "The Voice in The Night", but a necrotic touch would be a good start. I think making them a pacifistic civilization is foolish - fungus just wants to corrupt and decay everything it can.

Saying all this, I'd much rather speculate on their origin. I think they're dwarves that have had nothing to eat but plump helmets for far, far too long. Thoughts?
Title: Re: The Plump Helmet Man Question
Post by: Fault on April 19, 2010, 01:29:43 pm
I added the pet tag, and tamed one. Then I was able to use it as a noble. Didn't work though, just got kicked off as soon as I exited.

ELABORATE
I wish to know if I can make any intelligent pets into nobles as well.
what does "got kicked off as soon as I exited" mean?
Title: Re: The Plump Helmet Man Question
Post by: FreakyCheeseMan on April 19, 2010, 01:31:31 pm
While I recognize the potential for fungus-based lifeforms to be threatening, I strongly feel that, in world including dwarves, plump helmet men always will and should be victims.
Title: Re: The Plump Helmet Man Question
Post by: Megabass on April 19, 2010, 01:59:35 pm
Links are kinda janky, Coidzure.
Title: Re: The Plump Helmet Man Question
Post by: Retro on April 19, 2010, 02:03:31 pm
Links are kinda janky, Coidzure.

So.  We have plump helmet men (PHM, even).  We obviously must exploit them somehow via modding.

One person has already produced a mod to make them secrete noxious fumes to make a stinking, mobile mushboom. (http://www.bay12games.com/forum/index.php?topic=53075.0)

There was also talk of making them into a pacifistic civ with a high splinter and reproductive rate, possibly forcing them to wear nothing but vests and shorts/loincloths to go with their mushroom people look.

Got some of it rolling in dwarf mode discussion, (http://www.bay12games.com/forum/index.php?topic=54209.0) but figured it should go over here for some proper creative... examination(?).

^
Links fixed. Just a c/p error.
Title: Re: The Plump Helmet Man Question
Post by: Lancensis on April 19, 2010, 03:18:42 pm
While I recognize the potential for fungus-based lifeforms to be threatening, I strongly feel that, in world including dwarves, plump helmet men always will and should be victims.

While I can't find fault with your logic, I feel that the most horrifying enemy is one's own guilt. The Plump Helmet Man is the living embodiment of Dwarfkind's callous disregard for their fellow lifeforms, and as such is their perfect nemesis.
Title: Re: The Plump Helmet Man Question
Post by: Odd!x on April 19, 2010, 11:08:54 pm
what is it that makes PHM so interesting? I've yet to see any other sort of -men thread like this one. I am playing advocate of the HFS though, I've always loved the idea of mushroom-folk.
Title: Re: The Plump Helmet Man Question
Post by: Warlord255 on April 19, 2010, 11:10:38 pm
what is it that makes PHM so interesting? I've yet to see any other sort of -men thread like this one. I am playing advocate of the HFS though, I've always loved the idea of mushroom-folk.

Their bodies are edible raw. When a dwarf kills one, there's a fairly good chance they will crack the body open and start eating.
Title: Re: The Plump Helmet Man Question
Post by: Max White on April 19, 2010, 11:14:52 pm
The PHM, symbolic of everything dwarfs live to destroy...What a noble little creature!
Title: Re: The Plump Helmet Man Question
Post by: FreakyCheeseMan on April 19, 2010, 11:49:27 pm
what is it that makes PHM so interesting? I've yet to see any other sort of -men thread like this one. I am playing advocate of the HFS though, I've always loved the idea of mushroom-folk.
Imagine if Americans found a sentient race that was made out of cheeseburgers.
Title: Re: The Plump Helmet Man Question
Post by: Coidzure Dreams on April 20, 2010, 01:38:29 am
Links are kinda janky, Coidzure.

-snip for copypasta-

^
Links fixed. Just a c/p error.

Sorry, must've been viewing one of my posts at the time.  Went in and added in the corrections. 

what is it that makes PHM so interesting? I've yet to see any other sort of -men thread like this one. I am playing advocate of the HFS though, I've always loved the idea of mushroom-folk.
Imagine if Americans found a sentient race that was made out of cheeseburgers.

...Sigged.
Title: Re: The Plump Helmet Man Question
Post by: Odd!x on April 20, 2010, 02:21:46 am
run for your life, Mayor McCheese!
Title: Re: The Plump Helmet Man Question
Post by: HonkyPunch on April 20, 2010, 04:13:42 am
I made a smaller mushroom that had legs, but no arms and would just run around kicking things and secreting poisonous fumes. In the arena one kicked me off a cliff after I inhaled some of it's fumes, which caused necrosis of my lungs. :D
Title: Re: The Plump Helmet Man Question
Post by: Acanthus117 on April 20, 2010, 04:20:17 am
I like the idea of making more fungus-creatures.

LET US COMMENCE
Title: Re: The Plump Helmet Man Question
Post by: Warlord255 on April 20, 2010, 12:56:41 pm
I like the idea of making more fungus-creatures.

LET US COMMENCE

I'm working on cactusmen right now, actually. Their brains will be made of honey. Delicious, mind-altering honey.
Title: Re: The Plump Helmet Man Question
Post by: Demonic Spoon on April 20, 2010, 01:18:01 pm
I like the way you think (Hur hur).
Title: Re: The Plump Helmet Man Question
Post by: Tinker Thinker on April 20, 2010, 02:29:48 pm
I think they were called the Thallids in Magic: The Gathering.

In M:TG, an individual Thallid was pathetic, but many of them had effects which empowered the species as a whole. In general, the more Thallids you had, the more Thallids you were going to have next turn, and the stronger they were going to be.

I made a deck where, after about 20 turns you'd have 150~ Thallids, each able to do 155 damage, and having a similar toughness.

In short: Thallids were sentient fungi which were exponentially powerful, due to numeric bonuses, rather than gear or individual fighting ability. I see potential here for the plump helmet man (or just a more general fungus species) that conquers by attrition.
Title: Re: The Plump Helmet Man Question
Post by: Odd!x on April 20, 2010, 02:35:25 pm
gosh I always loved the thallids.  Is there any way of replicating the special ability of the thorn thallid, which could launch thorns as a ranged attack?
Title: Re: The Plump Helmet Man Question
Post by: Lancensis on April 20, 2010, 04:53:09 pm
If I remember correctly, Thallids did nothing for two turns, and then something pretty pitiful on the third. Mind you, on the whole, MtG had a pretty decent range of fungus monsters.

So how can we make the Plump Helmet Man and other fungus beasts brewable then? Or at the very least, bleed wine.


Title: Re: The Plump Helmet Man Question
Post by: Coidzure Dreams on April 20, 2010, 07:37:16 pm
Well, Arcanthus117 was discussing giving them dwarven wine for blood.  He wanted to make them full off more wine blood than just giving them blood for wine though.

He apparently tested it out a little bit while doing the whole civ thing.
Title: Re: The Plump Helmet Man Question
Post by: FreakyCheeseMan on April 20, 2010, 07:39:24 pm
I'd just like to make them survive world gen while still be incredibly weak, and incredibly friendly while still letting dwarves have plenty to eat.
Title: Re: The Plump Helmet Man Question
Post by: Jake on April 20, 2010, 08:00:46 pm
You know what? I'm modding them with war hammers, velociraptors as mounts, and the power to throw fireballs.
Title: Re: The Plump Helmet Man Question
Post by: Fault on April 20, 2010, 08:05:27 pm
I added plump helmet men to another underground civ (it's basically the animalman civ with all the armour and weapons available to goblins)

I have yet to see them invade though.
Title: Re: The Plump Helmet Man Question
Post by: Max White on April 20, 2010, 08:13:52 pm
I like the idea of making more fungus-creatures.

LET US COMMENCE

I'm working on cactusmen right now, actually. Their brains will be made of honey. Delicious, mind-altering honey.

You had better be thinking about giving them a 1,000 needles attack!
Title: Re: The Plump Helmet Man Question
Post by: Vester on April 20, 2010, 08:16:01 pm
Can you give different castes different attacks?

10,000 NEEDLES.
Title: Re: The Plump Helmet Man Question
Post by: Max White on April 20, 2010, 08:18:44 pm
Can you give different castes different attacks?

10,000 NEEDLES.

Why yes you can.
Quacutar kings 99,999 needle special? I THINK SO!
Title: Re: The Plump Helmet Man Question
Post by: Eric Blank on April 20, 2010, 08:46:25 pm
I've decided to make them milk-able, providing alcohol that can be made into cheese, and created an unintelligent domestic version.

I think they should be represented as absolutely adorable and innocent, even when you're killing them for food (or not even killing them, which would be interesting)
Title: Re: The Plump Helmet Man Question
Post by: Vertigon on April 20, 2010, 08:56:01 pm
The edibility of the PHM has the apparent capacity to make dwarves eat like zombies. There's gotta be something there.

Mod everything in the game to have Plump Helmet skin and bones(barring dwarves of course; don't want them eating each other)? Hell yes.
Title: Re: The Plump Helmet Man Question
Post by: Fault on April 20, 2010, 08:58:25 pm
gee my plump helmet man civ sure has some interesting gods

(http://i675.photobucket.com/albums/vv120/pfat417/tig.png)
Title: Re: The Plump Helmet Man Question
Post by: Acanthus117 on April 20, 2010, 09:04:33 pm
Wow. So you have depraved and lustful plump helmet men? That means more 'shrooms. Works for me!
Title: Re: The Plump Helmet Man Question
Post by: Vester on April 21, 2010, 12:58:42 am
gee my plump helmet man civ sure has some interesting gods

(http://i675.photobucket.com/albums/vv120/pfat417/tig.png)

They've been infiltrated by Tentaclowns. Kill them with fire.
Title: Re: The Plump Helmet Man Question
Post by: Max White on April 21, 2010, 01:02:54 am
gee my plump helmet man civ sure has some interesting gods

(http://i675.photobucket.com/albums/vv120/pfat417/tig.png)

They've been infiltrated by Tentaclowns. Kill them with fire.

Strangely compelling.
Title: Re: The Plump Helmet Man Question
Post by: Mr Doctor on April 21, 2010, 10:16:06 am
I'd like Plump Helmet Men's entire existence to be solely the purpose of feeding dwarves.
And that they wish for a death by a dwarf tooth, as they will go to plump helmet heaven, leaving behind special plump helmet seeds that grow into new Plump Helmet Men.

... Is it even possible to grow creatures?
Title: Re: The Plump Helmet Man Question
Post by: Max White on April 21, 2010, 10:19:23 am
I'd like Plump Helmet Men's entire existence to be solely the purpose of feeding dwarves.
And that they wish for a death by a dwarf tooth, as they will go to plump helmet heaven, leaving behind special plump helmet seeds that grow into new Plump Helmet Men.

... Is it even possible to grow creatures?

Well when a mommy and daddy love each other very much...
Title: Re: The Plump Helmet Man Question
Post by: Deon on April 21, 2010, 11:57:15 am
So... As a (Goblins+fire imp) mix?
Title: Re: The Plump Helmet Man Question
Post by: Coidzure Dreams on April 21, 2010, 01:53:31 pm
So... As a (Goblins+fire imp) mix?

Is this in response to the hostile thallid horde idea?
Title: Re: The Plump Helmet Man Question
Post by: Jake on April 21, 2010, 02:38:00 pm
So... As a (Goblins+fire imp) mix?
If you're referring to my idea... not really. The idea was inspired largely by this (http://www.youtube.com/view_play_list?p=EBB0297D9BAAA4E6&playnext=1&playnext_from=PL&v=o4DXNDCqwlc).
Title: Re: The Plump Helmet Man Question
Post by: Spiral42 on April 24, 2010, 01:28:48 am
This thread and its predecessor have made me weep tears of joy.
I'm currently reading a book called Shriek: An Afterword (http://www.amazon.com/Shriek-Afterword-Jeff-Vandermeer/dp/0330440047/ref=sr_1_3?ie=UTF8&s=books&qid=1272088625&sr=8-3) which is set in the city of Ambergris, a human colony founded upon the conquered ruins of a civilization known as the Grey Caps. Which are, simply, PHM. (I may write a review and post it in an appropriate thread once I've finished, if anyone's interested.)
After reading this bizarre and fantastic book and then spotting these threads, I'm amazed at the way the two fit together. Now very much looking forward to encountering a proper PHM civ, complete with procedural fungal structures sprawling across the underground (in the glorious far-future days when modding buildings is a triviality).
Title: Re: The Plump Helmet Man Question
Post by: Acanthus117 on April 24, 2010, 01:30:04 am
God, this is hard. Still working on it though. Will upload as soon as I'm satisfied.
Title: Re: The Plump Helmet Man Question
Post by: Zombie on April 24, 2010, 12:54:49 pm
I like the idea of domesticated PHM that you can grow (Growing creatures = awesome) and have wineblood and can be milked for wine so you can make winecheese.

Seriously, it's just like a more awesome version of Pikmin. I'd rename my PHM caretaker to Olimar. He'd have a stupid milker sidekick named Louie. Louie loves plump helmets.
Title: Re: The Plump Helmet Man Question
Post by: Tinker Thinker on April 24, 2010, 04:40:56 pm
I've been looking into creating a fungal civilization. Obviously, they'd live underground.

However, looking at the raws, I can't find what exactly makes a civilization make underground cities like the dwarves.
Another thing I've been looking for: modifying them to eat wood and flesh.

Admittedly, much of their structure will probably be based on the plump helmet man. . .
Title: Re: The Plump Helmet Man Question
Post by: Lancensis on April 24, 2010, 07:27:21 pm
Underground cities? To be honest, dwarves mostly only make them if the player is controlling them. In WorldGen, all they do is make a big hole in the ground. Nevertheless, the token you want is [DEFAULT_SITE_TYPE:CAVE_DETAILED] if you want them to make those. [LAYER_LINKED] makes them live underground, like the animal people. [DEFAULT_SITE_TYPE:CAVE] will make them settle in caves like kobolds.

Can't make them eat wood, but [CARNIVORE] will make them eat meat only (or [BONECARN] will make them eat meat and bones). If you want to make them playable, you could create a reaction that turns wood into an edible substance. A seedless plant, named "mulch" maybe?
Title: Re: The Plump Helmet Man Question
Post by: Max White on April 24, 2010, 07:33:22 pm
Custom workshop called "compost heap".
Title: Re: The Plump Helmet Man Question
Post by: Tinker Thinker on April 24, 2010, 08:06:26 pm
Well, to be clear, fungi are absurdly omnivorous (Fungus Co. - If it's organic, we'll eat it). What tag setup would be best to get them to eat everything?
Title: Re: The Plump Helmet Man Question
Post by: Max White on April 24, 2010, 08:07:45 pm
Well, to be clear, fungi are absurdly omnivorous (Fungus Co. - If it's organic, we'll eat it). What tag setup would be best to get them to eat everything?

Don't add a tag to define what they eat.
Title: Re: The Plump Helmet Man Question
Post by: Boingboingsplat on April 29, 2010, 05:38:45 am
Wait, if you make an edible playable race, doesn't that mean they'd go eat their friend's corpses once they die?
Title: Re: The Plump Helmet Man Question
Post by: Tinker Thinker on April 29, 2010, 02:19:44 pm
I don't really intend to make mine edible. I don't think anyone would really want to eat a mobile mass of mold, a highly venomous plant with lots of sharp bits, or something harder than wood.

That said, you do have that particular issue with any edible race. I'm not sure the corpse can overpower edibility with grave requirements.

Hmm. I wonder if there's a special negative thought for the corpse of your comrade being consumed! (probably: not)
Title: Re: The Plump Helmet Man Question
Post by: Cheshire Cat on April 29, 2010, 04:54:05 pm
this thread is full of win.

somehow between the dwarves nomming delicious sentient mushroom people and the idea of hostile fungus invaders, i got to thinking of a horde of princess peaches little toatstool men trying to mob mario with spears, and him going nuts with a meat cleaver and eating them all afterwards.

df gamewise, mushroom men sieges would make disposing of all the mess and bodies after a siege really easy. also, while i dont know about thallids, dungeons and dragons has allways had its myconids in the underdark, and in the current edition they have casts that throw thorns, act as fighters, scouts, loremasters, leaders, and scary psychic magic wielders.

also, the idea of the plump helmet men corrupting other creatures and turning them into more plump helmet men is awesome. i can imagine them planting themselves on a corpse and over time turning the remains into another of its kind... and spores that nest in the lungs and slowly cause your dwarves to mutate into yet another member of the fungus collective, with all sorts of behavioural craziness inbetween. too bad we cant mod that yet.
Title: Re: The Plump Helmet Man Question
Post by: darkflagrance on April 29, 2010, 04:56:36 pm
Wait, if you make an edible playable race, doesn't that mean they'd go eat their friend's corpses once they die?

Gingerbreadman civ?

Well, to be clear, fungi are absurdly omnivorous (Fungus Co. - If it's organic, we'll eat it). What tag setup would be best to get them to eat everything?

Don't add a tag to define what they eat.

I thought you needed [BONECARN] to eat bones?
Title: Re: The Plump Helmet Man Question
Post by: Lancensis on April 29, 2010, 06:12:26 pm
i got to thinking of a horde of princess peaches little toatstool men trying to mob mario with spears, and him going nuts with a meat cleaver and eating them all afterwards.

Did you see the Super Mario Brothers film too?
Title: Re: The Plump Helmet Man Question
Post by: Zombie on April 29, 2010, 11:06:30 pm
Seriously, though... Can someone make PHM a domestic creature that dwarves can keep as pets? They should have wine for milk. Plump Helmet wine. Their bodies have no bones and are entirely edible. They also breed like cats.

It would only be cooler if you could actually tend a plump helmet plant for long enough to where it "fully matures" into a plump helmet man. This also insinuates that dwarves love eating fetal children of fungus-based races.
Title: Re: The Plump Helmet Man Question
Post by: turgidtoupee on April 30, 2010, 05:24:44 pm
I added the pet tag, and tamed one. Then I was able to use it as a noble. Didn't work though, just got kicked off as soon as I exited.

ELABORATE
I wish to know if I can make any intelligent pets into nobles as well.
what does "got kicked off as soon as I exited" mean?

To elaborate, when I chose to replace any noble I'd see in the list "Plump Helmet Man (Tame)". I could make them a noble, but as soon as I exited the nobles screen, they were no longer a noble.
Title: Re: The Plump Helmet Man Question
Post by: madrain on May 24, 2010, 04:17:58 am
Modding in PHM pets is a great idea.  Think I'd want mine to act more like dogs, so I could train them into WarPHM or huntingPHM.  But I dunno, them adopting dwarves instead of vice versa is so cute...
Title: Re: The Plump Helmet Man Question
Post by: Yelloq on May 24, 2010, 10:19:42 pm
And then when the PHM dies, it's adopted owner consumes it's corpse. SO ADORABLE NOMNOMNOM.
Title: Re: The Plump Helmet Man Question
Post by: Akhier the Dragon hearted on May 24, 2010, 10:44:49 pm
The thallids in magic the gathering in general had the ability where every upkeep you put a spore counter on them and you could remove 3 spore counters to make a saproling token along with an ability that had you sacrifice a saproling to do something. A few of them had ability's that affected all your thallids such as making it so you only need to remove 2 counters. Best used with doubling season.
Title: Re: The Plump Helmet Man Question
Post by: Coidzure Dreams on May 26, 2010, 05:48:01 pm
Hmm. I wonder if there's a special negative thought for the corpse of your comrade being consumed! (probably: not)

Is a special burial technique.  Totally gotta grok each other, man.  ;)