Bay 12 Games Forum

Dwarf Fortress => DF Adventure Mode Discussion => Topic started by: rhavviepoodle on March 14, 2018, 01:10:27 pm

Title: Merperson adventurer?
Post by: rhavviepoodle on March 14, 2018, 01:10:27 pm
Would this be possible? I figure that first, you embark adjacent to a good-aligned ocean. Make sure you have a tavern which has aquatic access. Create an adventurer who is half decent at performing, swim around until you find a couple merpeople. Impress them with your performance and recruit them to join a performance troupe. Swim back to the dwarven fortress, ask to join on an official basis. I'm not exactly sure, but I'm guessing that if a few second generation merpeople were born, you could then adventure as one.

Also, I kind of want to play as a vampire merperson. You wouldn't drown, right?
Title: Re: Merperson adventurer?
Post by: Kars on March 14, 2018, 02:44:37 pm
You could maybe manage it, if you got kinda lucky or used DF-Hack trickery. And you could play as a vampire merperson, yeah, because vampires have NOBREATHE tag, meaning they don't need to breathe or even have breathing parts in their body at all. The difficulty, I think, would be getting them to a temple in order to properly get them cursed, as Merpeople have the AQUATIC tag, meaning they air-drown, so it would be pretty hard making it there.

Edit: you could maybe bring a dwarf vampire adventurer to the same fort your Merperson starts off from and drink his blood, that could be an easier way to get your merperson vampirism.
Title: Re: Merperson adventurer?
Post by: rhavviepoodle on March 14, 2018, 04:02:01 pm
It occurred to me sometime after the original post that merpeople probably don't have the MAIN_POPS_CONTROLLABLE tag, which means even if your fort had a designated merperson population, you wouldn't be able to start an adventure as one without first adding said tag to merpeople.

I am somewhat tempted to try acquiring a merperson population in one of my forts, though. As for making them into vampires, don't statues in player-made temples curse adventurers, too? If so, then you could always construct a temple and later [half?] drown it for your merpersons.
Title: Re: Merperson adventurer?
Post by: KittyTac on March 14, 2018, 10:42:20 pm
Just add that ALL_MAIN_POPS_CONTROLLABLE tag then. :P
Title: Re: Merperson adventurer?
Post by: Shonai_Dweller on March 15, 2018, 12:06:30 am
Just add that ALL_MAIN_POPS_CONTROLLABLE tag then. :P
That's an entity tag, which merpeople are not, so there's no place to add it. The creature token tag LOCAL_POPS_CONTROLLABLE might work though.

You can set them to join other civs like animal people do with the creature token local_pops_produce_heroes too.

At least, in theory, they've never once joined my hobbit civs despite them building mostly on the coast (and occasionally in the middle of the ocean).
Title: Re: Merperson adventurer?
Post by: rhavviepoodle on March 15, 2018, 04:16:13 am
I have made at least one fort in/under a lake, but I might go ahead and drum up a coastal fort to do some !science! over break. Most lake forts, you want to be airtight. This one, I suppose is going to be at least half submerged. Since the current map I'm playing on doesn't have a good ocean, I'll probably tweak the raws for obligatory merperson vampire science, as well.
Title: Re: Merperson adventurer?
Post by: bloop_bleep on March 15, 2018, 05:59:11 pm
I have made at least one fort in/under a lake, but I might go ahead and drum up a coastal fort to do some !science! over break. Most lake forts, you want to be airtight. This one, I suppose is going to be at least half submerged. Since the current map I'm playing on doesn't have a good ocean, I'll probably tweak the raws for obligatory merperson vampire science, as well.

Make sure to make an underwater temple and bodyswap with the first merperson that wanders onto the map, so you can go into the temple and become a vampire.  :D
Title: Re: Merperson adventurer?
Post by: rhavviepoodle on March 16, 2018, 05:56:50 am
Mostly just wanted to add another thought that's been rolling around in my head. I've read that at some point there will be half-breeds, and I would eventually enjoy constructing an Innsmouth-style fort full of merperson/dwarf hybrids. Of course, hopefully by then gods have been a bit fleshed out and it'll be possible to construct proper temples to something akin to an elder thing, or perhaps the addition of a sacrifice mechanic. I'm sure most of this would already be done through modding and roleplay, but I am a sucker for vanilla.
Title: Re: Merperson adventurer?
Post by: HotDiggityDog on March 17, 2018, 11:30:57 pm
Mostly just wanted to add another thought that's been rolling around in my head. I've read that at some point there will be half-breeds, and I would eventually enjoy constructing an Innsmouth-style fort full of merperson/dwarf hybrids. Of course, hopefully by then gods have been a bit fleshed out and it'll be possible to construct proper temples to something akin to an elder thing, or perhaps the addition of a sacrifice mechanic. I'm sure most of this would already be done through modding and roleplay, but I am a sucker for vanilla.
Where did you read that? Half-breeds are an insanely complicated thing to manage under the Dwarf Fortress engine, and are a TREMENDOUS ways off.
Title: Re: Merperson adventurer?
Post by: rhavviepoodle on March 18, 2018, 10:41:29 am
I believe this (http://www.bay12forums.com/smf/index.php?topic=21189.0;topicseen) was the thread I remember seeing it be discussed on, but it was some time back and I'm guessing there are more threads than just the one. I do recall hearing that at least one of the three-toe stories involves a half-elf of some stripe, and I don't see why such a character would be included unless it was intended for the mechanic to be included in the game eventually.
Title: Re: Merperson adventurer?
Post by: Shonai_Dweller on March 18, 2018, 06:45:34 pm
I believe this (http://www.bay12forums.com/smf/index.php?topic=21189.0;topicseen) was the thread I remember seeing it be discussed on, but it was some time back and I'm guessing there are more threads than just the one. I do recall hearing that at least one of the three-toe stories involves a half-elf of some stripe, and I don't see why such a character would be included unless it was intended for the mechanic to be included in the game eventually.
Yeah, it's a love story between a goblin and an elf. It features offspring with different features of both.

It's both insanely difficult, and exactly the kind of thing you'd expect Toady to work on once he starts messing with procedurally generated creature/entity raws for mythgen.
Title: Re: Merperson adventurer?
Post by: thatroleplayerGal on March 18, 2018, 10:42:35 pm
I believe a merperson adventurer who goes back into the sea and explores the oceans would be quite fun. I wonder how interesting it would be.
Title: Re: Merperson adventurer?
Post by: KittyTac on March 18, 2018, 10:52:45 pm
I believe a merperson adventurer who goes back into the sea and explores the oceans would be quite fun. I wonder how interesting it would be.

Oceans are very boring ATM, though.
Title: Re: Merperson adventurer?
Post by: thatroleplayerGal on March 18, 2018, 11:34:31 pm
I believe a merperson adventurer who goes back into the sea and explores the oceans would be quite fun. I wonder how interesting it would be.

Oceans are very boring ATM, though.
I like the evil whales, though.
Title: Re: Merperson adventurer?
Post by: Rumrusher on March 19, 2018, 12:04:59 am
less boring and more has a chance to eat you with icy fangs.
oh and I guess doing so Removes the ability to Fast travel which may push some players from that character type.
Title: Re: Merperson adventurer?
Post by: bloop_bleep on March 19, 2018, 03:48:42 pm
I wonder, is it possible to get ambushed in the ocean?

People should add whatever tags let creatures ambush you to giant sperm whales, and enjoy the fun.  :D
Title: Re: Merperson adventurer?
Post by: rhavviepoodle on March 19, 2018, 05:06:20 pm
I suppose oceans aren't entirely deficit of fun. You can always.... explore the caverns beneath an ocean. Speaking of which, I would enjoy if there were aquatic caves and even completely aquatic cave biomes. I suppose you can always drain an aquifer into a cave and create one yourself, but it isn't quite the same.
Title: Re: Merperson adventurer?
Post by: Shonai_Dweller on March 19, 2018, 05:24:58 pm
I wonder, is it possible to get ambushed in the ocean?

People should add whatever tags let creatures ambush you to giant sperm whales, and enjoy the fun.  :D
Sharks have large_predator which should make them ambush ocean roaming adventurers.
Title: Re: Merperson adventurer?
Post by: bloop_bleep on March 19, 2018, 05:53:07 pm
Give large predator to giant sperm whales. I remember conducting arena tests that showed zombie giant sperm whales were about as strong as bronze colossi, so such an ambush by a normal whale would serve as a sort of lesser boss fight for aspiring adventurers.
Title: Re: Merperson adventurer?
Post by: rhavviepoodle on March 19, 2018, 05:56:36 pm
Is it even possible to be ambushed if you aren't quick-traveling? Because my understanding is you can't quick-travel while swimming  ;D
Title: Re: Merperson adventurer?
Post by: thatroleplayerGal on March 19, 2018, 06:02:11 pm
Is it even possible to be ambushed if you aren't quick-traveling? Because my understanding is you can't quick-travel while swimming  ;D
It doesn't give you the ambush message, but yes. Unfortunately, the ambush system doesn't really work for oceans since the gray asterisks aren't designed to cross large bodies of water, and thus never appear for aquatic predators.
Title: Re: Merperson adventurer?
Post by: FakerFangirl on March 19, 2018, 11:49:38 pm
Sirens are merfolk. But they have wings instead of arms in DF.
Title: Re: Merperson adventurer?
Post by: thatroleplayerGal on March 20, 2018, 09:11:55 pm
Sirens are merfolk. But they have wings instead of arms in DF.
Sirens aren't in vanilla. You're thinking of harpies.
Title: Re: Merperson adventurer?
Post by: §k on March 20, 2018, 09:59:55 pm
In theory shark and whale cruise on the ocean, but I saw nothing in the vast blue the last time my vampire dwarf crossed a strait between two lands. There was nothing on the sea bed, either.
Title: Re: Merperson adventurer?
Post by: Insert_Gnome_Here on March 23, 2018, 07:08:36 am
I hope Toady rewrites all the pathing/fast travel stuff to be less walking-centric sometime soon. 
We'll probably have to wait till the economy arc makes boats relevant.
Title: Re: Merperson adventurer?
Post by: Shonai_Dweller on March 23, 2018, 07:57:38 am
I hope Toady rewrites all the pathing/fast travel stuff to be less walking-centric sometime soon. 
We'll probably have to wait till the economy arc makes boats relevant.
Boats is coming before economy right now (more fun).
Subject to change over the many years between now and then of course.

In the meantime, short-term pre-magic dev notes (i.e within the next 6 months) says "adventurer mounts". So that's a start.
Title: Re: Merperson adventurer?
Post by: Cathar on March 23, 2018, 08:04:43 am
>Mounts
Oh god yes. YES. All of my yes.

This post was commended for its usefullness

That said, maybe we can just tame giant alligators/capybaras and just go ride the waves, who need boats to begin with?
Title: Re: Merperson adventurer?
Post by: bloop_bleep on March 23, 2018, 01:21:59 pm
That said, maybe we can just tame giant alligators/capybaras and just go ride the waves, who need boats to begin with?
Aquatic mounts have the problem that they drown their riders, so that will have to be fixed before we can do that.
Title: Re: Merperson adventurer?
Post by: Shonai_Dweller on March 23, 2018, 05:46:23 pm
That said, maybe we can just tame giant alligators/capybaras and just go ride the waves, who need boats to begin with?
Aquatic mounts have the problem that they drown their riders, so that will have to be fixed before we can do that.
But this is not exactly unrealistic. Try riding an alligator across the sea and see how long you last...
Title: Re: Merperson adventurer?
Post by: Cathar on March 23, 2018, 08:04:15 pm
I believe this is due to the animal swimming under the sea level as opposed as on surface. If you can control the beast it should be no  problem
Title: Re: Merperson adventurer?
Post by: Shonai_Dweller on March 23, 2018, 10:27:06 pm
I believe this is due to the animal swimming under the sea level as opposed as on surface. If you can control the beast it should be no  problem
So should be OK for adventurers.
Humans trying to ride alligators into battle against fortresses will still be hilariously dunked into the moat. Ha ha.
Title: Re: Merperson adventurer?
Post by: bloop_bleep on March 23, 2018, 11:57:27 pm
You'd still need decent skill in swimming before you can do that.
Title: Re: Merperson adventurer?
Post by: Shonai_Dweller on March 24, 2018, 12:31:34 am
You'd still need decent skill in swimming before you can do that.
So, it's not just that they swim under the surface? Riding an alligator on the surface of the water will drown you too?
Title: Re: Merperson adventurer?
Post by: rhavviepoodle on March 25, 2018, 11:57:20 am
My understanding is that most natural water formations (rivers, lakes, and seas, primarily) don't exist at less than 7/7 depth. And the way the game reads that is over your head in water, more or less. So while an alligator might be capable of swimming atop a body of water, it currently swims below the surface, which results in dunking any riders, as previously mentioned.

Quick science update:
The former world I was playing around with has kinda puttered out because of various bugs, and its novelty is wearing off. I've already got a world generated for tested out merperson science (I've given them the LOCAL_POPS_CONTROLLABLE token, but not the other one). I will likely start some of that science very soon to see what happens.
Title: Re: Merperson adventurer?
Post by: KittyTac on March 25, 2018, 09:20:17 pm
Be sure to place LOCAL_POPS_PRODUCE_HEROES too.
Title: Re: Merperson adventurer?
Post by: Shonai_Dweller on March 25, 2018, 10:23:03 pm
Be sure to place LOCAL_POPS_PRODUCE_HEROES too.
They're really stubborn though. I've had that tag on them for a couple of years now and I've never spotted them joining a civ. My hobbit coastal towns are filled with streets of air drowning whales, sharks and other aquatic life, but still the merpeople stay away.

Each world has a few thousand wild merpeople and I removed [GOOD] from them so they could spawn in normal oceans. But still nothing. 😕
Title: Re: Merperson adventurer?
Post by: Rumrusher on March 26, 2018, 02:03:45 am
found that you can get any creature you want to play as by adding
Code: [Select]
[ALL_MAIN_POPS_CONTROLLABLE]
[LOCAL_POPS_PRODUCE_HEROES]
to the entity list then adding the creature you want to play as a tame Animal the entity owns. then you need to make an adv camp as said civ to unlock the ability to play as that animal next go around.
the fact this game can Add New playable Races/species/characters is wonderful.
Title: Re: Merperson adventurer?
Post by: rhavviepoodle on March 26, 2018, 05:53:40 am
I did drum up a harp seal adventurer, and while on my way to a fortress (for dwarven wine to fill my waterskin with), the game crashed. I will probably try again with a walrus man at some point.
Title: Re: Merperson adventurer?
Post by: thatroleplayerGal on March 26, 2018, 08:35:57 pm
found that you can get any creature you want to play as by adding
Code: [Select]
[ALL_MAIN_POPS_CONTROLLABLE]
[LOCAL_POPS_PRODUCE_HEROES]
to the entity list then adding the creature you want to play as a tame Animal the entity owns. then you need to make an adv camp as said civ to unlock the ability to play as that animal next go around.
the fact this game can Add New playable Races/species/characters is wonderful.
I believe you can also just add [OUTSIDER_CONTROLLABLE] to any race in their creature raws.
Title: Re: Merperson adventurer?
Post by: rhavviepoodle on March 26, 2018, 09:39:20 pm
I believe you can also just add [OUTSIDER_CONTROLLABLE] to any race in their creature raws.

I just tried this, and it doesn't appear to work. Merperson simply isn't showing up in any of the available race lists.

The plan for the science I was doing was to go recruit a few merpeople with my walrus adventurer, create a performance troupe, retire them in my fort, and eventually have them become citizens. At that point perhaps they would count as part of the fort's civilization, and maybe allow for being picked in adventure mode. The first problem I had with this was that I'm not even sure whether or not merpeople spawn in adventurer mode. I ended up using the dfhack 'modtools/create-unit' command to generate a few merpeople. They were all happy to join my walrus storyteller as entertainers and even agreed to join his performance troupe. However, at this point none of them attempted to follow the walrus man or even move. Waiting or sleeping ashore would respawn the merpeople nearby (on land), and they would promptly dash back into the water where they would once again not move.

I decided since I was already kinda cheating, I'd use the 'gui/gm-editor' script to teleport us to the fort I'd prepared. At this point the game crashed, presumably because there was something on my fort that it couldn't handle loading. I found this odd, especially because it was a new fort that I'd retired before the end of the second month.

So, I just thought I'd share that science with you folks. Any of y'all have any bright ideas for where to take this experiment next?
Title: Re: Merperson adventurer?
Post by: Rumrusher on March 26, 2018, 11:37:18 pm
you might want to make a Civ that contains Merfolk as an animal, then have it set so that they ALWAYS have them PRESENT.
or just use this in the entity setting
Code: [Select]
[ANIMAL]
[ANIMAL_TOKEN:]
[ANIMAL_ALWAYS_PRESENT]
[ANIMAL_ALWAYS_MOUNT]
[ANIMAL_ALWAYS_WAGON_PULLER]
[ANIMAL_ALWAYS_PACK_ANIMAL]
[ANIMAL_ALWAYS_PET]
[ANIMAL_ALWAYS_SIEGE]
the creature would probably not show up in the adventurer list at first so you might need to create an adventurer of that civ that owns Merfolk to unlock them.
works best if you also have this
Code: [Select]
[ALL_MAIN_POPS_CONTROLLABLE]
[LOCAL_POPS_PRODUCE_HEROES]
[LOCAL_POPS_CONTROLLABLE]
added to the Civ entity files
Title: Re: Merperson adventurer?
Post by: auzewasright on March 28, 2018, 04:44:59 pm
I hope Toady rewrites all the pathing/fast travel stuff to be less walking-centric sometime soon. 
We'll probably have to wait till the economy arc makes boats relevant.
Boats is coming before economy right now (more fun).
Subject to change over the many years between now and then of course.

In the meantime, short-term pre-magic dev notes (i.e within the next 6 months) says "adventurer mounts". So that's a start.
I hope they have an option to turn magic off in world gen, not really interested in magic.
Title: Re: Merperson adventurer?
Post by: Shonai_Dweller on March 28, 2018, 05:06:24 pm
I hope Toady rewrites all the pathing/fast travel stuff to be less walking-centric sometime soon. 
We'll probably have to wait till the economy arc makes boats relevant.
Boats is coming before economy right now (more fun).
Subject to change over the many years between now and then of course.

In the meantime, short-term pre-magic dev notes (i.e within the next 6 months) says "adventurer mounts". So that's a start.
I hope they have an option to turn magic off in world gen, not really interested in magic.
Yes. There will be sliders.
You'll be able to turn off dwarves too by reducing the fantasy slider to zero.
Title: Re: Merperson adventurer?
Post by: KittyTac on March 28, 2018, 08:34:11 pm
I hope Toady rewrites all the pathing/fast travel stuff to be less walking-centric sometime soon. 
We'll probably have to wait till the economy arc makes boats relevant.
Boats is coming before economy right now (more fun).
Subject to change over the many years between now and then of course.

In the meantime, short-term pre-magic dev notes (i.e within the next 6 months) says "adventurer mounts". So that's a start.
I hope they have an option to turn magic off in world gen, not really interested in magic.

I would just crank all the sliders to max for randomly generated races and simply insane magic.
Title: Re: Merperson adventurer?
Post by: scourge728 on March 28, 2018, 09:32:45 pm
ptw
Title: Re: Merperson adventurer?
Post by: Shonai_Dweller on March 28, 2018, 10:29:49 pm
I hope Toady rewrites all the pathing/fast travel stuff to be less walking-centric sometime soon. 
We'll probably have to wait till the economy arc makes boats relevant.
Boats is coming before economy right now (more fun).
Subject to change over the many years between now and then of course.

In the meantime, short-term pre-magic dev notes (i.e within the next 6 months) says "adventurer mounts". So that's a start.
I hope they have an option to turn magic off in world gen, not really interested in magic.

I would just crank all the sliders to max for randomly generated races and simply insane magic.
Yeah. Hopefully there's a fair amount of tweakable in-between too. Random races plus dwarves, the races from my mod thrown into a world set at max magical and violence insanity, etc. Should be great fun to experiment with.
Title: Re: Merperson adventurer?
Post by: rhavviepoodle on March 29, 2018, 07:52:21 am
I seem to recall reading that there will be different types of embarkations, including a wizard's tower. I for one would absolutely love playing as an insane transmuter, stitching together all sorts of wonderful abominations and chimeras. The rest of the magic stuff doesn't sound too compelling to me, though.
Title: Re: Merperson adventurer?
Post by: KittyTac on March 29, 2018, 09:49:16 am
I would be a battlemage, researching more ways to kill things with spells.
Title: Re: Merperson adventurer?
Post by: Eschar on March 29, 2018, 06:01:29 pm
I would just crank all the sliders to max for randomly generated races and simply insane magic.

And start adventure mode, walk outside the mead hall, and get turned into a ghost by a merchant who got in an argument and began to breathe syndrome dust everywhere?

Though if you leveraged your ghosthood to somehow become part of the local pantheon...
Title: Re: Merperson adventurer?
Post by: KittyTac on March 30, 2018, 01:02:33 am
I would just crank all the sliders to max for randomly generated races and simply insane magic.

And start adventure mode, walk outside the mead hall, and get turned into a ghost by a merchant who got in an argument and began to breathe syndrome dust everywhere?

Though if you leveraged your ghosthood to somehow become part of the local pantheon...

Yeah. I like chaotic things.
Title: Re: Merperson adventurer?
Post by: Dunamisdeos on March 31, 2018, 06:55:34 pm
The real question is "Can you become a werebeast, sever your own limbs for bonecarving, then regen every full moon".
Title: Re: Merperson adventurer?
Post by: bloop_bleep on March 31, 2018, 11:40:56 pm
The real question is "Can you become a werebeast, sever your own limbs for bonecarving, then regen every full moon".

The realer question is, "can you use thus-created bone crafts from a farm of several hundreds werebeasts to slowly turn a turbine, therefore generating infinite amounts of energy?"

Bonus points if you make the turbine power the werebeast farm and make the crafts automatically.
Title: Re: Merperson adventurer?
Post by: rhavviepoodle on April 01, 2018, 01:05:15 am
I know that if you fall from high enough, limbs that hit the ground can snap off. I can't think of any other way to intentionally remove limbs from yourself in adventure mode. And even if you did have a controlled way of removing limbs, I feel the chances of bleeding out are significant.
Title: Re: Merperson adventurer?
Post by: §k on April 01, 2018, 02:55:25 am
Full armor except on one hand. Fight a hydra.
Title: Re: Merperson adventurer?
Post by: Dunamisdeos on April 02, 2018, 12:27:41 pm
So you would also need a hydra farm, then
Title: Re: Merperson adventurer?
Post by: Saiko Kila on April 09, 2018, 01:27:23 pm
I know that if you fall from high enough, limbs that hit the ground can snap off. I can't think of any other way to intentionally remove limbs from yourself in adventure mode. And even if you did have a controlled way of removing limbs, I feel the chances of bleeding out are significant.

I have removed a limb from my adventurer by use of an alligator, near a river. And yes, I later carved some craft from the butchered arm (it was 0.42.x, I think).
Title: Re: Merperson adventurer?
Post by: random_odd_guy on April 28, 2018, 12:43:48 pm
I wouldn't dare play as a merperson, even if it were an option. Every time I've tried to cross the ocean in adventure mode the game has bugged out and frozen the entire ocean over for exactly one frame, leading to my death. (Or...actually it might have been *unfreezeing* for exactly one frame, whilst I had been forced to cross a glacier).