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Dwarf Fortress => DF Modding => Masterwork DF => Topic started by: Boltgun on April 24, 2014, 02:14:59 pm

Title: [SUCCUBUS] - Development & ideas
Post by: Boltgun on April 24, 2014, 02:14:59 pm
(http://blog.devduweb.com/files/sd.png)

Hi there, after completing the last patch for my vanilla mod (http://www.bay12forums.com/smf/index.php?topic=124135.0), it is time to give the succubi the long requested integration into mdwf. The mod is developed one feature at time following a roadmap that will be soon expanded. This thread is to provides news of development as well as collecting ideas.

This mod provides a gameplay with less micromanagement, closer to the vanilla dwarves, while still using the features that mwdf can offer. Additive elements will encourage to explore new strategies towards the problems that DF throws at you.

You can find an alpha patch in this archive. (https://drive.google.com/file/d/0B8QFWS9tHkaaZWcxUm1VSU4tNGc/edit?usp=sharing)

The mod
- An evil race split into 2 civs.
- Both civs can summon a set of creatures. Those will fill various important roles.
- They are mostly female. (1 incubus for 9 succubus)
- Caged prisoners can be converted towards your civ.
- Less armor than other races. A set of mail and plate parts will protect the whole body, but not in multiple layers. This is offset by the massive speed and damage an elite succubus can deal.
- The succubi are weak to interactions that hurt demons. But will enjoy what usually kill other races. Embarking on evil biomes will be a good idea.
- Good industries includes gem, glass, leather… and eventually flesh.
- Average mechanic knowledge allow drawbridges and traps but nothing advanced.
- Metal access is barely better then humans. No steelmaking, best metals are not obtained through mining.
- Less reactions means less resource efficient jobs (and a faster manager menu).
- It is harder to get a tantrums, but when you get one, it is epic.

‘Royalist’ succubi
- Likes found the surface world better than slavery in the abyss and wish to expand there. Uses mix of above ground and underground features.
- They value arts and fine crafts above anything. (what a succubus define as art and craft however...)
- Can be upgraded with flight or magma immunity.
- They have plenty of wrath, lust and fire interactions.
- Inspired by classic fantasy demons.

Deep succubi
- Underground cults who believe that the world is doomed. The royalist succubi hunts them to protect their budding empire.
- No migrants after the first two waves.
- Interactions includes necrosis, madness or strange reality breakdown.
- Inspired by the Lovecraftian mythology.

Note : Both civs will be merged in a later update.

Available workshops
- Summoning circle: Provides various pets
- Den of iniquity/Torture chambers: Convert prisoners to your cause, deep succubi also transform them into half breeds who join as citizens.
- Temples: Provides upgrades and interactions, hurt invaders, or run effects on the fort.
- Floating glass furnace (magma): Mass product glass windows and blocks.
- Well of souls: Produces souls from nearby corpses, trap souls into gems.
- Soul forge: Create special ranged weapons and explosive ammo.

Planned workshops:
- Masterwork craft shops
- Fleshshaper: Creates bone/flesh blocks and crafts, combine leather into upgraded versions.
- Music stands and steam baths: Produces good thoughts
- Writing/poem/music industry.
- Attorney office: The other end of the warlocks devil deals. Can request knowledge, souls or special items in exchange of specific items.

Other features/ideas
- Warstone and mining hazards : Warpstone will provide a positive effect. I am undecided about black lungs and stuff. For now it is deadly.
- Several creatures must be renamed to fit with the existing HFS creatures.
- Their sieges has to be expanded, they should summon creatures and throw interactions when attacking you.
- The mod employs dfhack scripts with no moderation.
- I have to find an illustration matching the MWDF badges too. :P
- There will be combat hardness and cave adaptation additions, I do not know what will happen yet.
- Most changes done here will be retrofitted into vanilla df.
- I have a good list of creatures to summon and temple interactions that will be added over time.

First things first, I have a few scripts left to add to the v6 series of the mod as well as possible bugs to fix. I am always open for suggestions.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Jaso11111 on April 24, 2014, 05:57:53 pm
I approve of this in a million ways :D

EDIT: Also are the undead friendly to them like with the warlocks?
Title: Re: [SUCCUBUS] Development & ideas
Post by: Mithril Leaf on April 24, 2014, 06:35:53 pm
Just posting for support for now, I shall attempt to play a Succubus fort once my Prayer based nanofort collapses.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Blazebase on April 24, 2014, 06:54:24 pm
Now this is a good looking mod that you have going on over here, but I only have one question that I am just dying for to truly experience this mod for when it makes it's debut.

The invader conversion script, I remember warlock fortress has this script as well for converting things to ghouls, but it went horribly awry seeing how there was a bug with the civilizations that the invader still held it's allegiances to. Needless to say, newly converted races like Dwarfs still were still members of the civilization that my people were with a war with, an insta-loyalty cascade.

I addressed it at one point but I am not sure if it got resolved or not. I'm assuming the latter.

If you are aware of this and this has been fixed for this release then just disregard all that was previously said, besides that it's a nice lookin' mod you got there, can't wait to start the evil sisterhood with fang and claw! (They do have fangs right...?)
Title: Re: [SUCCUBUS] Development & ideas
Post by: Mithril Leaf on April 24, 2014, 06:56:44 pm
Now this is a good looking mod that you have going on over here, but I only have one question that I am just dying for to truly experience this mod for when it makes it's debut.

The invader conversion script, I remember warlock fortress has this script as well for converting things to ghouls, but it went horribly awry seeing how there was a bug with the civilizations that the invader still held it's allegiances to. Needless to say, newly converted races like Dwarfs still were still members of the civilization that my people were with a war with, an insta-loyalty cascade.

I addressed it at one point but I am not sure if it got resolved or not. I'm assuming the latter.

If you are aware of this and this has been fixed for this release then just disregard all that was previously said, besides that it's a nice lookin' mod you got there, can't wait to start the evil sisterhood with fang and claw! (They do have fangs right...?)

I believe he addressed it towards the end of the other thread saying that he had. Page 21?
Title: Re: [SUCCUBUS] Development & ideas
Post by: Arcvasti on April 24, 2014, 09:16:16 pm
PTW
Title: Re: [SUCCUBUS] Development & ideas
Post by: Mithril Leaf on April 24, 2014, 10:48:52 pm
After applying the patch and making a fort, things seem to work sorta, although the workshop and furnace menus seem quite anemic. However, once I built the torture chamber, I found that I couldn't convert any of the many elves I force sieged in.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Boltgun on April 25, 2014, 01:04:26 am
Tank you for the support.  :D

For the questions :
Undeads are hostile to them. The deep succubi has a reaction to put them down, something similar has to be added to the surface ones.

The bug that caused invaders to remain hostile once converted has been fixed, the updated scripts are in the patch.

However I need to look at it as MW races will surely not work. Regular dwarves and humans should be able to join the fort and Elves must match the vanilla ones. In a more general way, I need to make the script future proof by accepting any intelligent beings that are not megabeasts. This should be the biggest task here.

The same issue will probably happen with the 'Provoke a siege' job. The script must be updated to seek hostile civs instead of relying on a premade list.

There is much to do with workshops and furnaces indeed. Adding the MWDF craft shops will be the first thing to do.

However the reaction list for those will not be as complete as other races. I do not plan to add the micromanagement that dwarves allows to, ie. no still with one brew command per plant. This is mainly to keep the manager menu fast as I found queuing jobs with dwarves quite difficult.

Edit: The clock is ticking, I'll try to have v7 ready before DF2014 is released. I know I'll have a lot to do when that will happen.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Meph on April 25, 2014, 08:26:32 am
Boltgun, you will have a crazy amount of patching to do, if you want the mdf features affect the succubi differently. Rhis means altering existing mod raws, which means two thing:

1. You will go slightly mad because they are in no order and dont follow any naming scheme.
2. We have to work rather closely together, as both of us must be aware of changes.

Propositions:
Every time you change something in an already existing file, add "by boltgun" next to it, so I can easily were it is and who made the change.
Check the inorganics and interactiob for prisoner conversion of the Warlocks, they have all fitting code to convert all Mdf races.
I will make you a Mdf style succubus logo, and convert the manual into a similat style as the other races, if you want.
Adding them to the launcher should be easy, because you can drop everything into the Raws and just leave the entity file changed. Its the only file the Gui changes to add/remove races. Chech the top of the gnome entity file for the best example.

Notes:
I have added a few thing from your mod in the past (when working on Warlocks, as you know) and we should clear out duplicates quickly.

Of course I fully support this project and will try to make it as easy for you as possible. Mdf will not be updated to Df2014 for several months btw, simply because I have to wait for all the utilities like DT and Dfhack to be updated. So there might be more time as you might think.

I will be in Lisbon in a hostel for at least 3 days, so I will be easy to reach in that time. PM me whenever you like. :)
Title: Re: [SUCCUBUS] Development & ideas
Post by: Boltgun on April 26, 2014, 02:08:11 am
Reading the raw is a little crazy indeed. There is no sense of naming, indent of line endings.  :P

But i had no problem so far using grep to search through the files so far. This is how I started importing warlock stuff to prevent further duplicates. I'll mark any change I'll do in the raw to make it easier to track.

I'll add a flag (YESRACE) at the top of the entity file like we can read in the other files to make it work with the launcher.

For the manual, I'll have no issues editing the html, having a clean template will save me time for sure.

Edit : Converting elves should work, I'll make a testing fort for that.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Meph on April 26, 2014, 03:25:15 am
Splinterz would have to update the launcher, uts not just tags. Would it be ok if you work with this drag & drop version, and in one month from now when I am back in Germany the first thing would be to add the Succubi officially?
Title: Re: [SUCCUBUS] Development & ideas
Post by: oldark on April 26, 2014, 04:58:40 am
PTW

Sounds great and I'm looking forward to it!
Title: Re: [SUCCUBUS] Development & ideas
Post by: Mithril Leaf on April 26, 2014, 06:32:10 am
Reading the raw is a little crazy indeed. There is no sense of naming, indent of line endings.  :P

Medit might help with that second one assuming you are indeed on linux.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Meph on April 26, 2014, 10:33:16 am
Notepad++ is what I use, thats why a few files have a different formatting.

What are your plans for future features?

Quote
Planned workshops:
- Masterwork craft shops
- Fleshshaper: Creates bone/flesh blocks and crafts, combine leather into upgraded versions.
- Music stands and steam baths: Produces good thoughts
- Writing/poem/music industry.
- Attorney office: The other end of the warlocks devil deals. Can request knowledge, souls or special items in exchange of specific items.

Other features/ideas
- Warstone and mining hazards : Warpstone will provide a positive effect. I am undecided about black lungs and stuff. For now it is deadly.
- Several creatures must be renamed to fit with the existing HFS creatures.
- Their sieges has to be expanded, they should summon creatures and throw interactions when attacking you.
- The mod employs dfhack scripts with no moderation.
- I have to find an illustration matching the MWDF badges too. :P
- There will be combat hardness and cave adaptation additions, I do not know what will happen yet.
- Most changes done here will be retrofitted into vanilla df.
- I have a good list of creatures to summon and temple interactions that will be added over time.

Which of those is the next project? Fleshshaper for example could easily copy reactions from boneforge (warlock) and tanner (dwarves)... and how do you want to handle the two different soul-systems that we use? Itemcorpses and Transformation on your end, while I currently use ebo-items.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Boltgun on April 27, 2014, 01:32:46 am
Reading the raw is a little crazy indeed. There is no sense of naming, indent of line endings.  :P

Medit might help with that second one assuming you are indeed on linux.

Sublime text is working well with it's dfraw plugin.

Notepad++ is what I use, thats why a few files have a different formatting.

What are your plans for future features?

Quote
Planned workshops:
- Masterwork craft shops
- Fleshshaper: Creates bone/flesh blocks and crafts, combine leather into upgraded versions.
- Music stands and steam baths: Produces good thoughts
- Writing/poem/music industry.
- Attorney office: The other end of the warlocks devil deals. Can request knowledge, souls or special items in exchange of specific items.

Other features/ideas
- Warstone and mining hazards : Warpstone will provide a positive effect. I am undecided about black lungs and stuff. For now it is deadly.
- Several creatures must be renamed to fit with the existing HFS creatures.
- Their sieges has to be expanded, they should summon creatures and throw interactions when attacking you.
- The mod employs dfhack scripts with no moderation.
- I have to find an illustration matching the MWDF badges too. :P
- There will be combat hardness and cave adaptation additions, I do not know what will happen yet.
- Most changes done here will be retrofitted into vanilla df.
- I have a good list of creatures to summon and temple interactions that will be added over time.

Which of those is the next project? Fleshshaper for example could easily copy reactions from boneforge (warlock) and tanner (dwarves)... and how do you want to handle the two different soul-systems that we use? Itemcorpses and Transformation on your end, while I currently use ebo-items.

For the two soul systems, I'll plan to to provide it to civs that does not butcher intelligent creatures. That way we can keep EBO and the transformation reaction will fill the gap.

The plan is to add first the workshops MWDF already have: boneforge, glassforge, tanner, etc. The next project is to provide the flesh shaper for new stuff that does not exist yet, and perhaps creating a new leather type by merging lesser one. I'll need to figure a new weapon material as well.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Meph on April 27, 2014, 02:22:19 am
You could not give them the tanner, but instead give the fleshshaper similar reactions... different names and reagents, but same outcome, improved leathers.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Boltgun on April 27, 2014, 11:53:30 am
You could not give them the tanner, but instead give the fleshshaper similar reactions... different names and reagents, but same outcome, improved leathers.

Probably, and if there is no leather with the needed qualities, I'll add a new one.

Okay so first things to do is a list of available items and reactions.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Findulidas on April 29, 2014, 11:49:39 am
Dont really have much to say except I think its a great idea and I would certainly play the race once its on.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Boltgun on April 30, 2014, 12:48:16 am
Thank you, the race will be easy to play once fully integrated.

The entities have been properly prepared with features flags now, it should be ready to use with the launcher now.

I have been listing the available raw items so I do not reinvent the wheel. It turns out that MWDF has enough spare wheels to roll through the world several times. Of course this is not done by hand, ack-grep has been really helpful in finding raws so far.

Reactions/Buildings to import:
- The tanners and fleshshaper shops.  Those will be extended to provide flesh furniture and protection (a new leather will probably be added).
- The gnome animal care also reminded me that pets are really important for the civs and care should be expanded.
- Industries based on glass, gem and bone.
- Thread reclaiming.
- Wax statues
- Warlock's teleport
- summoning some mwdf hfs creatures

To be added later (in addition to those described in the first post) :
- Creative activities. The writing industry will be added in. As the music, singing and smoking activities for both value and good thoughts. Playing and gambling too.
- Poisoning weapons.
- Praying and religion : Themed ones.
- The Defiler : Similar to enchanter, will take equipment from siegers and turns those into your own version. Will provide breastplates, rare items (demonic sword, fire flail and other fun stuff) and redecorate those.

Weapons : Okay there is way more stuff then needed there, pitchforks are spears so the sprite set have to be updated.

Toys and other stuff : I wonder if having access to many items hurts fps.

That's it for now.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Meph on April 30, 2014, 07:08:26 am
Toys are gone, the item type is called Illumination in Mdf and is used for braziers, candles and similar objects.

Many object types does not hurt Fps, but many objects do. Its not the variety, but the amount thats bad.

Warlock teleport lacks one correct tag atm, as does that liquid spawners. Roses changed/added a few extra arguments and I didnt notice in the last update. I think a fix has been posted in the Warlock Bug Report thread, but it would be best to talk to Roses directly.

Special leather: Check the netherbark leather. Its steel grade and temp immune, maybe you can use it somehow. The needed plants currently only come from the third cavern.

Animal care: Dwarves also have some features like animal skill training, manual feeding of grazers, neutering or medical treatment and armoring them in iron/steel armor. Maybe any of this helps. But I have to say, your pets are slready awesome. I only changed the duration of the sleep effect on soul wisps for Warlock mode, I think i set it to 5000 ticks.

Aummoninh HFS creatures mostly results in uncontrollable civ member demons that hang around the meeting area or untrainable pets. Same with FBs. They also need actual procedually generated demons, so if a player gens a world with demon number set to 0, it will result in error messages. Its more an easter egg, something for fun than a real thought through feature.

Industries based on bone: Ironbone/Bloodsteel? You dont have to, but at least these things already exist.

Smoking currently is slightly bugged. I can make it Removebadthoughts all, but not Removebadthoughts Him. In short: I can use the ruby script behind it to only affect all civ members, not only the worker, because its ruby, not lua. Maybe you can find s better solution.

Curious what you will do with playing/gambling, I never found a good way to use this.

Shouldnt Succubi torture for fun? (Dungeon Keeper style?)
Title: Re: [SUCCUBUS] Development & ideas
Post by: Boltgun on April 30, 2014, 10:22:03 am
Toys are gone, the item type is called Illumination in Mdf and is used for braziers, candles and similar objects.

Many object types does not hurt Fps, but many objects do. Its not the variety, but the amount thats bad.

Warlock teleport lacks one correct tag atm, as does that liquid spawners. Roses changed/added a few extra arguments and I didnt notice in the last update. I think a fix has been posted in the Warlock Bug Report thread, but it would be best to talk to Roses directly.

Special leather: Check the netherbark leather. Its steel grade and temp immune, maybe you can use it somehow. The needed plants currently only come from the third cavern.

Animal care: Dwarves also have some features like animal skill training, manual feeding of grazers, neutering or medical treatment and armoring them in iron/steel armor. Maybe any of this helps. But I have to say, your pets are slready awesome. I only changed the duration of the sleep effect on soul wisps for Warlock mode, I think i set it to 5000 ticks.

Aummoninh HFS creatures mostly results in uncontrollable civ member demons that hang around the meeting area or untrainable pets. Same with FBs. They also need actual procedually generated demons, so if a player gens a world with demon number set to 0, it will result in error messages. Its more an easter egg, something for fun than a real thought through feature.

Industries based on bone: Ironbone/Bloodsteel? You dont have to, but at least these things already exist.

Smoking currently is slightly bugged. I can make it Removebadthoughts all, but not Removebadthoughts Him. In short: I can use the ruby script behind it to only affect all civ members, not only the worker, because its ruby, not lua. Maybe you can find s better solution.

Curious what you will do with playing/gambling, I never found a good way to use this.

Shouldnt Succubi torture for fun? (Dungeon Keeper style?)

Netherbark has the stats I was aiming for. Considering you can now have soldiers that breath fire, fireimmune leather will be needed. Reactions combining leathers into stronger types is planned. That way you can spend 2/4/8 leathers to get a high tier armor material, as an alternative to mining.

I'll check out what is lacking in teleport and liquid spawners, same for fovcommand if I get the chance.

Animal care and bone industry for later on, once I have a good grasp. It only make sense because the surface civ is quite centered on them.

Summoning random clowns is already in and is indeed... random. Perhaps removing intelligent tags through syndromes will help there?
However the non random creatures available in the raws (hellhound/nightmares...) will be added in. The current hellhound will become Orthrus (and get an extra head), other will have a "lesser" prefix.

Gambling could be a good reason to make coins out of rare metals, and provide gifts at a low chance. This is not a priority however, like smoking.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Meph on April 30, 2014, 01:07:15 pm
Ok, good luck. :)

Mind that coins are stacks and reactions use them up as such. Using only 500 as each reagent/product was the only way around it that I could find.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Gamerlord on May 02, 2014, 05:19:51 am
Sweet.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Boltgun on May 02, 2014, 11:28:12 am
I updated the patch in the OP to version 6.2 (link (https://drive.google.com/file/d/0B8QFWS9tHkaaZWcxUm1VSU4tNGc/edit?usp=sharing)). This fixes the missing basiliskine reaction as well as add a selection of MW buildings and decorations. The vanilla version will be out soon.

Also there is a new selection of weapons. I did not test them against each other so I don't know if one of those is underpowered yet.

Another big change is that you cannot make breastplates anymore, and corset are now in the armor layer instead of under. This will lead to the succubi wearing more signature armor. This will be completed with leather suits later on.
To compensate, the coverage of corsets has bee raised from 75% to 90 and you can now make kite shield. The increased block chance should be more then enough.

There is a lot of weird stuff I cannot find a solution for. For example I found nowhere reactions that uses relics, fossils or treasures you may dig.
Same for a lot of buildings that does not seem to have reactions, the list of imported stuff ended up quite short now. This is weird.

On the other hand, I butchered a nightmare and got wool (I guess this is intended to replace hair), and no skin. Does this need to be added manually? Nvm I found the skin, now to tan it...
Title: Re: [SUCCUBUS] Development & ideas
Post by: Gamerlord on May 02, 2014, 11:56:25 am
For relics and shit just copy the dwarf reactions and modify them.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Boltgun on May 02, 2014, 01:34:32 pm
For relics and shit just copy the dwarf reactions and modify them.

I wanted to do that, but for some reason I did not find any. I am downloading a fresh version of mwdf to try again.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Mithril Leaf on May 03, 2014, 07:19:25 pm
This doesn't seem intended.
(http://puu.sh/8y7Hb.png)
Title: Re: [SUCCUBUS] Development & ideas
Post by: Meph on May 04, 2014, 05:51:59 am
Archeology are normal reactions, nothing fancy with it. Should be right with the other reactions.

Animal parts are ... weird sometimes, because of the standardization, modded bone usage, double brains and all kinds of other stuff. If you have isdues with it, just ask me. ;) (or BillyJack http://www.bay12forums.com/smf/index.php?action=profile;u=93816 he also knows the bodyparts and tanning stuff well)
Title: Re: [SUCCUBUS] Development & ideas
Post by: zach123b on May 04, 2014, 07:34:28 am
correct me if i'm doing something wrong but my succubus are all getting unhappy because they got no shirt and it's still the first month :(

edit: they have thights on the torso and won't wear the corsets they made
Title: Re: [SUCCUBUS] Development & ideas
Post by: Boltgun on May 04, 2014, 10:16:08 am
What's the issue with the torture chamber ? No reactions ? I am sure it worked last time I tried but that was for vanilla. I'll try it out.

I tried search for relic RELICT, old chest, and no reaction file turned up. Same for a lot of buildings, if I search for their ID in the reaction files, even manually, I find nothing. I'll try a fresh install.

There will be questions about animal parts in the near future for sure.

I'll test the corsets, I hope that the armor layer is not blocking the civilian suit. But this will be reverted anyway to make way for the defiler workshop.
However if everything goes well, the bad thought should disappear after a week at best. They won't have the time to get crazy.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Meph on May 04, 2014, 10:59:47 am
Search for Archeologist. Use the building Id. The reactions are in reaction_masterwork.txt (1 or 2, not sure.)

Relict, ha.. my German came through there, Relikt = relic.

Say, do you want both Succubi types in Mdf simultaniously, or always just one of them active, or merge them into one? There are nit that many differences between Royalist Succubi and Deep Sucubbi, and its easier for players if there is only one type. I wont meddle, its your race(s), I'm just asking.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Boltgun on May 04, 2014, 11:17:41 am
First, I have found and fixed an issue that caused clothing thought to not disappear. I'll update the patch soonish.

I have been thinking of merging the two civs. The problem is that the deep succubi seems to be more popular while I'm eager to keep the caravans, it seems that this matter should be decided by vote. For now I have added 'evil' flags like there is evil counterpart of existing civs.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Meph on May 04, 2014, 04:42:48 pm
Evil twins of old civs might be gone at some point. ;)
Title: Re: [SUCCUBUS] Development & ideas
Post by: Boltgun on May 05, 2014, 01:58:12 pm
Ah, I thought that this feature was permanent.

On the other hand here's an update here (http://www.bay12forums.com/smf/index.php?topic=124135.msg5252691#msg5252691).

Edit : I reuploaded the archive with a fixed torture chamber.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Meph on May 06, 2014, 04:41:41 am
They were there for 1,5 years... but see the fundraiser thread, I d rather do more interesting and different civs at some point.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Boltgun on May 06, 2014, 09:14:48 am
After checking the differences, and quite frankly the difference between the two civs are 3 lines long :
- UTTERANCE
- Lack of active seasons
- Butchering ethics

There is more then that, like cave adaptation, swimming abilities and other things but those are details.

You mention a choice of style for the human civ and that is interesting. Taking out the ethic, does the launcher would allows flags to remove trading?
Title: Re: [SUCCUBUS] Development & ideas
Post by: Meph on May 06, 2014, 10:30:50 am
Remove trading as in: Toggle the lines in the entity file that gives them access to pack/haul animals? Yes, can be done. (all raw modding could be done by the launcher btw)

The humans would be four different civs, and would tale up a bit of space in the launcher, but its all theory at the moment. I havent settled on any specifics yet. I dont even know which of my projects I do first. :)
Title: Re: [SUCCUBUS] Development & ideas
Post by: Boltgun on May 06, 2014, 11:55:24 am
Nice, I'll be able to make something similar with a couple of batch files to switch between the civs on vanilla.

Reuniting the civs might come later however, as there is several changes that must be done first. Especially some scripting play before closing the v6 series.

Btw I solved my issues with reactions, I overwrote reaction_masterwork with an old version. No wonder I could not find most things.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Meph on May 06, 2014, 12:30:37 pm
Alright :)

Sorry that I cant be of more help atm. Next month. ;)
Title: Re: [SUCCUBUS] Development & ideas
Post by: Boltgun on May 07, 2014, 03:42:54 am
Alright :)

Sorry that I cant be of more help atm. Next month. ;)

No problem, have fun travelling.

I cannot do much coding this week but I'll use the time to write up some more planning.

There is one strange thing that I noticed in mwdf is that other civs will interact with you on year one. In vanilla you get one year of grace before getting caravans or sieges but on the first autumn I get a goblin caravan (that I quickly murdered) and a dwarven squad attacking. This is actually quite nice and I don't plan to fix that.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Meph on May 07, 2014, 04:29:38 am
When you open the launcher and look at the races section, you see that you can set both attacks and caravans from ver early to ver late. Individually for any race. :)
Title: Re: [SUCCUBUS] Development & ideas
Post by: Boltgun on May 15, 2014, 01:52:24 am
After a few days of hiatus, I am back on the mod.

A couple of buildings has been added, the standard MWDF buildings are being added even if you can build all of them because of the research needed. Means to get through the research will be added later. There is also the issue where no alloy can be make but this may be my copy acting up again.

I do have a question however, the glassforge allows to build round shields (ITEM_SHIELD_SHIELD) but none is found in the raw, is that an issue from a previous change?

Script wise, I made a try at the gui features to have a dialog box appear while you are selecting a job but I cannot position it on the side. This project will be put on hold for a while.
Otherwise I am trying to remove the intelligent tokens from the summoned clowns so they can be easier to use.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Meph on May 15, 2014, 11:46:20 am
You dont need to use research if you dont like it. just make a copy of the workshop you want, call it WORKSHOP_SUCCUBUS and remove the research buildmat. And add the building to the reactions you want to use.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Boltgun on May 17, 2014, 08:40:53 am
You dont need to use research if you dont like it. just make a copy of the workshop you want, call it WORKSHOP_SUCCUBUS and remove the research buildmat. And add the building to the reactions you want to use.

That would be the occasion to mirror some stuff the warlock do. There will be a reverse demonic attorney who should allow you to buy souls for items. You could buy the blueprints from the warlocks in exchange of stygian bronze crafts for example.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Meph on May 18, 2014, 07:19:08 am
Interesting. Maybe they could trade for real, with caravans?

Suggestions:
A interaction that targets males only, kiss of the succubi. Melee range, turns enemy paralyzed or crazed.

Embark profiles. I havent checked (sorry) but all other races have a few.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Boltgun on May 18, 2014, 09:04:09 am
That's not a bad idea, perhaps something that goes the other way for the incubi.

Anyway I updated the patch available in the original post (link (https://drive.google.com/file/d/0B8QFWS9tHkaaZWcxUm1VSU4tNGc/edit?usp=sharing)) with a few additions :
- The lust secret is no longer a curse given by the gods.
- Added glassforge, gemforge, fountains, brick oven, boneyard, archeologist, portals and other existing buildings.
- Not all buildings can be built, means to get the missing blueprints will be added later on.
- MWDF races can now be charmed and corrupted.
- You can lure caravan, warlock style, at the altar of nightmare.
- The succubi are now immune to black lung (this will change later on).
- Warpstone will provide boosts instead of losses.

You can update an existing save if there is no active fort. Otherwise the game will crash when you unpause.

That's it for the existing stuff to import (and mwdf was quite a lot to explore). Now it's time to make proper addition and suppressions.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Rumrusher on May 18, 2014, 09:36:35 pm
Interesting. Maybe they could trade for real, with caravans?

Suggestions:
A interaction that targets males only, kiss of the succubi. Melee range, turns enemy paralyzed or crazed.

Embark profiles. I havent checked (sorry) but all other races have a few.
males only? so this going to be weird/limited when you run an Incubus fort.

Title: Re: [SUCCUBUS] Development & ideas
Post by: IndigoFenix on May 19, 2014, 02:20:52 am
Interesting. Maybe they could trade for real, with caravans?

Suggestions:
A interaction that targets males only, kiss of the succubi. Melee range, turns enemy paralyzed or crazed.

Embark profiles. I havent checked (sorry) but all other races have a few.
males only? so this going to be weird/limited when you run an Incubus fort.

Or have it go both ways.  Succubi affect males, incubi affect females.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Boltgun on May 19, 2014, 04:24:51 am
Interesting. Maybe they could trade for real, with caravans?

Suggestions:
A interaction that targets males only, kiss of the succubi. Melee range, turns enemy paralyzed or crazed.

Embark profiles. I havent checked (sorry) but all other races have a few.
males only? so this going to be weird/limited when you run an Incubus fort.

Or have it go both ways.  Succubi affect males, incubi affect females.

That's the plan, even if incubi are rare. So far I made their interactions swing both ways, but DF is so neutral that gendered effects feels more special.

That could be a good replacement to the kiss attacks their currently do.

On another news I finally made a fort that survived its first siege and did not starve. It took me that long.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Meph on May 19, 2014, 06:10:42 am
Yeah, the "good" races siege a bit early.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Boltgun on May 19, 2014, 07:20:42 am
Yeah, the "good" races siege a bit early.

They made me miss the spring caravan however, but I needed the extra time. In vanilla we usually get elves on the second spring, who are far easier to manage.

Besides the not-so-good races, MWDF sent me a lot of threats, the previous fort  got invaded by gnolls, lots and lots of gnolls.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Boltgun on May 20, 2014, 11:41:04 am
Okay so I made 8 sets of stygian bronze armors, bad idea. Not a season later I have 40 dwarves with mounts on my door step because of the metal's value (this makes sense for dwarves to try and shut down such corrupted forges). I killed them with loses, had an intermission with elves and another now the dwarves are back. I am down to 2 knife users and one bowsuccubus, but I got the temple of sin built and I manage to drag a few corpses for souls.

Getting the first caravan for migrants is a challenge by itself, but I am sure that the prisoner conversion will be used now.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Meph on May 20, 2014, 11:43:16 am
Are the elves still completely decked out in mithril? Thats something I wanted to change for a while. Evil races have both trouble defeating them, as well as jump most of their tech tree and get "free" mithril gear early.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Boltgun on May 21, 2014, 01:10:25 am
Are the elves still completely decked out in mithril? Thats something I wanted to change for a while. Evil races have both trouble defeating them, as well as jump most of their tech tree and get "free" mithril gear early.

I got mithril root armor and singing arrows in my stocks so I guess so. They died really quickly.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Meph on May 21, 2014, 06:38:05 am
I'll have to change that. Makes mithril too cheap.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Boltgun on May 22, 2014, 03:24:11 am
I started removing duplicates. The summoning that conflicted with the non random hfs creatures has been renamed and modified. In the end there should be 3 canines to summon, quite a dog people civ.

Also bloodworm, who should be cavern evil plants, are appearing in all biomes. I think EVIL and UNDERGROUND are not playing together. If I cannot contain it in its environment, it will become a wet surface plant instead.

I am also removing nsfw body parts, as those already exist in the default mwdf bodies. Only the extra description will remain for now.

Title: Re: [SUCCUBUS] Development & ideas
Post by: Meph on May 22, 2014, 05:48:58 am
Caverns are not good/evil and plants/creatures/vermin ignore good/evil tags for those. Only the surface can have those attributes.

Ps: Somehow I always saw Succubi more as cat people. (not literally cat-people), But having cats as pets... elegant, clean, very much female... dog people are more bearded lumberjack types. ^^
Title: Re: [SUCCUBUS] Development & ideas
Post by: Boltgun on May 22, 2014, 07:04:27 am
Same here, but oddly enough there is more demonic dogs then cats in the western folklore. With enough research there should be a few ideas of felines to add.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Isngrim on May 22, 2014, 11:28:19 am
what about a variation on Japanese fox spirits?
also there is the Cat Sidhe,a large black cat who is believed to steal souls
maybe make it a larger cat,give it abillities by feeding it souls?
dog people are more bearded lumberjack types. ^^
Hey!Im not a lumberjack  >:( *Strokes beard*
Title: Re: [SUCCUBUS] Development & ideas
Post by: Meph on May 22, 2014, 12:46:33 pm
Rakshasa. Were-tigers. Basthet. Chesire Cat. There you go ;)
Title: Re: [SUCCUBUS] Development & ideas
Post by: Boltgun on May 23, 2014, 01:43:23 am
Damn I should have thought of that, now we can have a cat or three. Cat sidhes are perfect. And chesire cats can make a fun ambusher.

I finished removing duplicates. The soul wisps and pain elemental have been merged so it can interact with both warlocks and succubi, there were little point in keeping both with so little differences. The dummy creatures remains separated however, to prevent sterile creatures from appearing. Other elements have been given more explicit ids.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Boltgun on May 24, 2014, 03:04:08 pm
There is too much cave animal choices, I am looking new way to provide a wagon puller. According to Urist Da Vinci's example, I can insert entries to the animal list through dfhack. That will be a good way to add the first tier of summoned pets despite them not being available through mundane means. Succubi will still try to tame creatures during world gen but their choice will should go towards evil biomes.

Also IndigoFenix have found a way to update the animals screen when a creature must be added. I'll try to mirror that.

I fixed an error case on the portals scripts. But when I tried to use those, its worker went... nowhere. It disappeared and I could not check its location. Upon reloading the save the worker is not even on the unit list, just gone. Perhaps testing it on a new fort will yield better results?

On a side note I had an hellhound going wild and starting a fight. Summoned creatures remain peaceful unless disturbed.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Meph on May 24, 2014, 03:10:19 pm
I plan to exclusively use Urists script to give each race its pets, which means that the list at embark will get much shorter in future updates.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Boltgun on May 25, 2014, 10:28:10 am
I'll try to make something as simple as possible then. Like editing lists of civ > creatures at the top of the script. As such script can be run as soon as you load a save, the game should adapt.

Edit : I will put this part on hold for now and concentrate on buildings and jobs first, scripted changes are easier to update while reaction ones requires new worlds.
Title: Re: [SUCCUBUS] Development & ideas
Post by: gtaguy on May 25, 2014, 07:07:13 pm
So say I play as a royalist succubus fortress, will my succubi and incubi get married? Or will it be one big whoopsie fest full of baby explosions?

Also, are you changing most of the art to be suffering, pain, sex, torture, and marital aids? Because if so, awesome.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Boltgun on May 26, 2014, 07:15:24 am
So say I play as a royalist succubus fortress, will my succubi and incubi get married? Or will it be one big whoopsie fest full of baby explosions?

Also, are you changing most of the art to be suffering, pain, sex, torture, and marital aids? Because if so, awesome.

They get married as usual, baby explosion is too much of an hassle to manage. Since there is more females then males, you get little kids in your fort.

Also there will be nothing 16+. Trust me on that, the game reacts badly otherwise.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Meph on May 26, 2014, 08:51:07 am
In your credits its "* Teleport by Putnam"... thats a second teleport script, in addition to the one by Roses?
Title: Re: [SUCCUBUS] Development & ideas
Post by: Boltgun on May 26, 2014, 09:01:53 am
In your credits its "* Teleport by Putnam"... thats a second teleport script, in addition to the one by Roses?

That's a second script, that is used by rat things to teleport towards enemies.

Now maybe I overwrote rose's script and that should explain why I sent a worker into oblivion when I tried to use the portals.
Title: Re: [SUCCUBUS] Development & ideas
Post by: Meph on May 26, 2014, 09:08:01 am
Quote
rat things to teleport towards enemies.
Snow Crash?
Title: Re: [SUCCUBUS] Development & ideas
Post by: hiphop38 on May 26, 2014, 09:05:13 pm
So call me an idiot, but I am struggling to run the alpha. I have unzipped the file and such, does it need to be in the same file as the general masterwork file, or can it stand alone? and what is the way to begin the startup etc for it to work?
Title: Re: [SUCCUBUS] Development & ideas
Post by: Boltgun on May 27, 2014, 01:19:43 am
So call me an idiot, but I am struggling to run the alpha. I have unzipped the file and such, does it need to be in the same file as the general masterwork file, or can it stand alone? and what is the way to begin the startup etc for it to work?

You have to extract the archive in the Dwarf Fortress subfolder, the explorer should prompt you to fuse hack and raw folder as well as overwriting other files. There is no changes to the launcher yet, just run DF and you will find the civs after generating a new world.

In another news, everything that is needed for the civs to work by MWDF's standards should be there. Now I have to test it to make sure that everything can be built and ran.
Title: Re: [SUCCUBUS] - Development & ideas
Post by: Meph on May 27, 2014, 08:28:39 am
Suggestions: Make the [POSITION:MONARCH] (king/queen) to be only avaiable to females. Succubi Queens only.
Title: Re: [SUCCUBUS] - Development & ideas
Post by: Boltgun on May 27, 2014, 10:39:17 am
I may add this. With all the wars and snatching the succubi do at world gen, the current monarch is pretty random. Last gen had a gnome king which is quite funny if you picture the situation (I also have an epically drunk drunk lady).
Title: Re: [SUCCUBUS] - Development & ideas
Post by: Boltgun on May 27, 2014, 04:20:45 pm
I updated the archive with the alpha build here (https://drive.google.com/file/d/0B8QFWS9tHkaaZWcxUm1VSU4tNGc/edit?usp=sharing).

This fixes a lot of bugs, there is still a lot of testing to do but progress is getting fast.

Every building should be possible one way or another. You can now make saw blades, and research discoveries can be bought at the Attorney's stock (it will mirror the warlock's Devil Attorney over time).

Now that the civ is nearly completed and that we have an official thread, conversation should continue there (http://www.bay12forums.com/smf/index.php?topic=138901.0). I am closing this thread, thank you for giving it a try.
Title: Re: [SUCCUBUS] - Development & ideas
Post by: Meph on May 27, 2014, 04:22:55 pm
Quote
Every building should be possible one way or another. You can now make saw blades, and research discoveries can be bought at the Attorney's stock (it will mirror the warlock's Devil Attorney over time).

Idea: If Warlocks and Succubi do trade at some point, maybe the Warlocks can trade you the buildmat for the Attorneys Stock, while the Succubi trade the Warlocks the buildmat for the Devils Attorney. ;)

PS: If you want to I can change the links in the main thread to here, and you call this "Everything Succubi". I can lock my thread then. I dont know what you prefer. Its easier now, because I can edit first/second post, so if I change designs or links I can just do it... and you can still post updates and answer questions in them. But its your race, so you decide. I just got a "strange mood" and wanted to get all the graphics and threads done.