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Author Topic: Urist von Newman machines, small self-replicating turrets. (Was IMMOBILE_LAND)  (Read 1712 times)

D_E

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I've never worked with the IMMOBILE_LAND tag before.

It seems that it only works if a creature is also flagged as AQUATIC, and currently "drowning" on land.  Is this so?  Is there a workaround?
« Last Edit: April 08, 2010, 07:45:18 pm by D_E »
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Leotto

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Re: How does IMMOBILE_LAND work?
« Reply #1 on: April 06, 2010, 09:41:42 pm »

I'm pretty sure it makes moving on land an +alt movement.
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Warlord255

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Re: How does IMMOBILE_LAND work?
« Reply #2 on: April 06, 2010, 11:02:15 pm »

Are you trying to make a "turret" creature?
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D_E

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Re: How does IMMOBILE_LAND work?
« Reply #3 on: April 07, 2010, 01:18:38 pm »

Yes.  I'm having all kinds of problems with them.  Right now I can't make them stationary and they won't fire their material breath weapons unless they're on the same z level as the target and have a clear, reasonably straight ground path between them and the target.

The caste system works good, though.

Code: [Select]
[CREATURE:URIST_VON_NEWMAN_MACHINE]
[DESCRIPTION:A squat, nigh-stationary creature made of brass clockwork and obsidian armor.  Invented by the dwarf Urist von Newman]
[NAME:von Newman machine:von Newman machines:von Newman]
[PET]
[CREATURE_TILE:'V'][COLOR:6:0:0]
[LARGE_ROAMING]
[UNDERSWIM][IMMOBILE_LAND]
[MEANDERER][NATURAL]
[NOPAIN][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
[NOEXERT]
[NO_DIZZINESS]
[NO_FEVERS]
[NO_DRINK][NO_EAT][NO_SLEEP]
[CANNOT_UNDEAD]
[NOT_BUTCHERABLE]
[NOFEAR]
[NOBONES]
[PREFSTRING:whirring mechanisms]
[BODY:BASIC_1PARTBODY:CLOCKWORK_HEAD:1EYE:MOUTH:TREAD]
[TISSUE:OBSIDIAN]
[TISSUE_NAME:obsidian:NP]
[TISSUE_MATERIAL:INORGANIC:OBSIDIAN]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:OBSIDIAN]
[ALL_ACTIVE]
[CASTE:BREEDER]
[CASTE_NAME:fabricator:fabricators:von Newman]
[BENIGN]
[COMMON_DOMESTIC]
[BODY_SIZE:0:0:350000]
[PETVALUE:10000]
[COMMON_DOMESTIC]
[CASTE_TILE:'V']
[CASTE_COLOR:0:7:0]
[FEMALE]
[SWIMS_INNATE][SWIM_SPEED:500000]
[SPEED:500000]
[ITEMCORPSE:TRAPPARTS:NO_SUBTYPE:INORGANIC:BRASS]
[ITEMCORPSE_QUALITY:5]
[POP_RATIO:1]
[CASTE:HARVESTER]
[CASTE_NAME:harvester:harvesters:von Newman]
[COMMON_DOMESTIC]
[BODY_SIZE:0:0:700]
[BENIGN]
[PETVALUE:10]
[CASTE_TILE:'v']
[CASTE_COLOR:0:7:0]
[MALE]
[VERMINHUNTER]
[BODY_SIZE:0:0:3500]
[SWIMS_INNATE][SWIM_SPEED:1500]
[ITEMCORPSE:COIN:NO_SUBTYPE:INORGANIC:BRASS]
[SPEED:1500]
[POP_RATIO:500]
[ATTACK:BITE:BODYPART:BY_TYPE:MOUTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[SPECIALATTACK_SUCK_BLOOD:10:50]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[CASTE:FIRE_TURRET]
[FIREBREATH]
  [CASTE_NAME:flame turret:flame turrets:von Newman]
[BODY_SIZE:0:0:7000]
[LIKES_FIGHTING]
[PETVALUE:1000]
[VIEWRANGE:1000]
[CASTE_TILE:'T']
[CASTE_COLOR:4:7:1]
[SWIMS_INNATE][SWIM_SPEED:50000]
[ITEMCORPSE:TRAPPARTS:NO_SUBTYPE:INORGANIC:BRASS]
[SPEED:50000]
[POP_RATIO:100]
[CASTE:STONE_TURRET]
[CASTE_NAME:stone turret:stone turrets:von Newman]
[LIKES_FIGHTING]
[BODY_SIZE:0:0:70000]
[PETVALUE:1000]
[VIEWRANGE:1000]
[CASTE_TILE:'T']
[CASTE_COLOR:0:7:1]
[SWIMS_INNATE][SWIM_SPEED:5000]
  [MATERIAL_BREATH_ATTACK:INORGANIC:BRASS:SOLID_GLOB]
[ITEMCORPSE:TRAPPARTS:NO_SUBTYPE:INORGANIC:BRASS]
[SPEED:5000]
[POP_RATIO:100]
[CASTE:ACID_TURRET]
[CASTE_NAME:acid turret:acid turrets:von Newman]
[BODY_SIZE:0:0:7000]
[LIKES_FIGHTING]
[PETVALUE:1000]
[VIEWRANGE:1000]
[CASTE_TILE:'T']
[CASTE_COLOR:2:7:1]
[SWIMS_INNATE][SWIM_SPEED:50000]
[ITEMCORPSE:TRAPPARTS:NO_SUBTYPE:INORGANIC:BRASS]
[SPEED:50000]
[POP_RATIO:100]
[USE_MATERIAL_TEMPLATE:TURRET_ACID:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:acid]
[STATE_ADJ:ALL_SOLID:acid]
[STATE_NAME:LIQUID:acid]
[STATE_ADJ:LIQUID:acid]
[STATE_NAME:GAS:acid vapor]
[STATE_ADJ:GAS:acid vapor]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:acid turret acid]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INHALED]
[SYN_CONTACT]
[CE_BLEEDING:SEV:200:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:1:PEAK:10:END:30]
[CE_BLISTERS:SEV:200:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:1:PEAK:100:END:300]
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:TURRET_ACID:TRAILING_VAPOR_FLOW]

EDIT:  oops, forgot the bodyparts:
Code: [Select]
[BODY:TREAD]
[BP:TRD:tread:STP][CONTYPE:LOWERBODY][STANCE]
[DEFAULT_RELSIZE:1000]

[BODY:CLOCKWORK_HEAD]
[BP:HD:clockwork head:STP][CONTYPE:UPPERBODY][HEAD][THOUGHT][CATEGORY:HEAD][CATEGORY:BRAIN]
[DEFAULT_RELSIZE:750]
« Last Edit: April 07, 2010, 01:24:06 pm by D_E »
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Uthric

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Re: How does IMMOBILE_LAND work?
« Reply #4 on: April 07, 2010, 01:37:40 pm »

find a way to make it not need air and just stick that tag on it
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D_E

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Re: How does IMMOBILE_LAND work?
« Reply #5 on: April 07, 2010, 02:03:58 pm »

First thing I tried, actually.  It has to be actively drowning to be immobile, so NOBREATH makes it mobile.
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The_Kakaze

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Re: How does IMMOBILE_LAND work?
« Reply #6 on: April 07, 2010, 02:42:50 pm »

How about making it extremely slow?
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Huggz

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Re: How does IMMOBILE_LAND work?
« Reply #7 on: April 07, 2010, 03:42:34 pm »

Why not just give it no legs?
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D_E

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Re: How does IMMOBILE_LAND work?
« Reply #8 on: April 07, 2010, 05:49:28 pm »

At the moment it is extremely slow.  It helps balance the breath attacks, too, so it'll probably stay that way even if the immobile thing ends up getting fixed.

At least in 40d, removing a creatures legs (or rather its STANCE bodyparts) just made it fall over, halving it's speed.  I suspect it is the same in 2010, although I haven't tested this.

There seems to be a bug in the MATERIAL_BREATH attack rangefinding algorithm that prevents a creature from using the material breath unless it and its target are on the same z level with a free ground path between them, which just kills these things use as stationary emplacements, anyway.

There main use now is probably to load them into cages in your entrance way and set them loose when invaders come near, but this kills the effectiveness of everything but the stone turrets (since everything else affects dwarves as well as invaders.

They'd make an interesting species of underground critters, though.
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Squeegy

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Re: How does IMMOBILE_LAND work?
« Reply #9 on: April 07, 2010, 07:03:13 pm »

There main use now is probably to load them into cages in your entrance way and set them loose when invaders come near, but this kills the effectiveness of everything but the stone turrets (since everything else affects dwarves as well as invaders.

Can't you link cages?
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Huggz

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Re: How does IMMOBILE_LAND work?
« Reply #10 on: April 07, 2010, 07:47:14 pm »

What about using restraints to just chain them in one spot?
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tfaal

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Re: How does IMMOBILE_LAND work?
« Reply #11 on: April 07, 2010, 08:06:32 pm »

But then you'd still be able to train war turrets and hunting turrets and have them follow your dwarves.
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D_E

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Urist von Newman machines, semi-stationary self replicating turrets
« Reply #12 on: April 08, 2010, 01:57:45 pm »

Can't you link cages?

Yes, you can make a lever to let them out from a distance.  I suppose "kills the effectiveness" was too strong a statement, but what I was thinking of was that, because they are slow, they need to be either out of reach or behind a skirmish line of dwarves.  The rangefinding bug means they can't be out of reach, and friendly fire makes the skirmish line a bad idea.

Still, if a squad of goblins ran into a few acid turrets (set loose from cages) it would totally ruin their day.  The whole body bleeding caused by acid turrets is very deadly.

Quote
But then you'd still be able to train war turrets and hunting turrets and have them follow your dwarves.

I currently don't have training tags on the turrets.  I think you can still assign them as pets, though, but the turrets are so slow you're better off loading them into cages and setting them loose when the invaders come, otherwise the turrets will probably be out of position when the battle occurs.

I haven't been able to test restraints yet, since that requires a fair amount of fortress mode play.  I'm not sure how restraints will interact with the rangefinding bug, or even if the bug exists at all in fortress mode or even adventure mode.  It may just be an arena thing. 

Speaking of arena things, FIREBREATH attacks seem totally harmless in the arena, whether or not you take control of a creature.  Can anyone confirm that they do work in fortress and adventure modes?
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Ilmoran

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Re: How does IMMOBILE_LAND work?
« Reply #13 on: April 08, 2010, 02:45:47 pm »

But then you'd still be able to train war turrets and hunting turrets and have them follow your dwarves.

Not without a [trAINABLE] tag.

I haven't looked at tokens too much, but what does [LARGE_ROAMING] specify about it?  Is there a large not roaming token? (I know, silly question, but just covering possibilities).
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Huggz

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Re: How does IMMOBILE_LAND work?
« Reply #14 on: April 08, 2010, 03:49:11 pm »

But then you'd still be able to train war turrets and hunting turrets and have them follow your dwarves.

Not without a [trAINABLE] tag.

I haven't looked at tokens too much, but what does [LARGE_ROAMING] specify about it?  Is there a large not roaming token? (I know, silly question, but just covering possibilities).

I think large means it isnt a vermin, and roaming means it wanders onto and off of the map.
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Proper English will make people take you more serious.
In order to improve the universe's frame rate, we must all throw rocks into volcanoes and then do absolutely nothing, worldwide, for a week, to take pressure off pathfinding.
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