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Topics - Iä! RIAKTOR!

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1
DF Suggestions / Other games for getting interesting ideas
« on: January 23, 2021, 04:25:10 pm »
Fallen London with it's spin-off Sunless Sea have very non-standard fantasy world. Interesting creatures, interesting plants/fungi, interesting magic, materials, dishes, colors, drugs and other lore parts, that may be spoilers. As non-spoiler suggestion: mechanic of writing book by compile information from other books.

Plague Inc as example of how may be procedural generated diseases. They may be simple coded for spreading in worldgen sites, when fortress mode can have various types of infections. Coughing as symptom may have side effect of spreading diseases that have token [COUGH_SPREADING] or [AIR_SPREADING]. Various diseases may spread by contact with enemy's blood. Nox Eternis may be example of disease that create night creatures, Neurax - that turn creatures into villains and also creating cults of the disease, Necroa - disease that animate dead body after some time. I think, adding diseases as gods' curses may make them more curse-like.

I Have No Mouth, and I Must Scream have idea about body-turning as torture or vengeance.

Half Life 1 about parasitic creatures (not only zombie, but also gonom), healing water using by civ, electric/sound/vermin attacks and other planes of reality. It's sequel only have interesting antlions and their pheromones.

I will add more when remember fifth game;s name.

2
DF Suggestions / Some lair additions
« on: December 28, 2020, 03:35:45 pm »
For next Villains improving.

LAIR:CIVILIZED_SITE for working with POWER creatures (so they will live in currently inhabited site) or just beasts (so they will live in ruins).

HABIT:TORTURE_PEOPLE adds live victims in cages, recreating old HFS behavior. Work with night trolls, torture sphere HFS and, maybe, some semi-megabeasts.

HABIT:DEPRAVED_ENGRAVINGS make walls in lair engraved like in chamber of good old tentacle HFS. Works with LABYRINTH, SHRINE and CIVILIZED_SITE.

HABIT:POOL_VERMINS spawn dozens of live vermins in lair. HFS and some night trolls.

HABIT:FILTH_POOLS cover floors in lair by two types of filth and also unknown substance. Prisoners may be covered in substances too or it may looks good with live vermins habit.

HABIT:MUDDY_WATER cover floor by mud and adds water pools. Good with vermins too, but with next habit too.

HABIT:BURROW_FARMING adds some subterranean plants on muddy floor. Not many, mostly for flavor.

I don't know what habits will be better for recreate fire HFS. Other players who read this thread may suggest more habits or lairs too.

3
DF Suggestions / Planned night creatures can be done even now
« on: November 15, 2020, 02:41:45 am »
If I understand right, DF currently have codes that can be used (with a little changes like renaming, resizing et cetera) for procedurally generate and then spawn some of planned night creature types.

Raising of ghosts by necromancer. Why they are not in current release?

Evil savage beasts, like hexapod capybaras. Their bodies can be generated the same ways as FBs and experiments in current game. They just created by evil regions, not by histfig. Evil carps shall be like this, but aquatic.

Grendels, aquatic trolls. They can just live in water, like oceans, lakes, rivers. They not need boats now. If bogeymans was added with not all features, swimming trolls can be added too.

Cursed seafarers. The same, as aquatic trolls. They can be water version of intelligent undead, spawned by region (not histfig). Before boats, they shall just swim.

Constructed creatures. They can be done like experiments, but needs some RCP bodyparts for grafted weapons and extra butcher objects for using this weapons by adventurer.

Animated furniture. For firstly adding, game needs only new itneraction type, based on undead animation, but that can animate furniture, not corpses. And also bodies for each furniture type. This may be regional interaction like in current regions that reanimate corpses. When you embark in that, you will fight with your own chairs!

Animated trees. A I know, modder LargeSnail made them by DFhack, so they needs a little coding for first arrival.

Stalkers. They needs a lot of coding. But if trying to make them fast, they can be done as replacement of Murderous Ghost and with poperties from Intelligent Undead, they spawn as ghosts do, but healed and with real bodies, respawning after each death.

4
DF Suggestions / More history of items
« on: November 06, 2020, 01:39:07 am »
When I get goblin mercenary who wear something like dwarven nail ring or elf tooth crown, I want read more. If notable (named) creature was turn into trophy, this trophy may have name in description.

5
DF Suggestions / Adventure mode cooking
« on: November 06, 2020, 01:35:28 am »
We have cauldrons. But not only trolls will use them.

Get a cauldron. Build it up. Fill with water. Put meat, spices. Make campfire. After some time, ingredients become a tasty stew.

With grease or oil, you can make roast. With cppkable powder you can bake biscuits.

Also I suggest other possible transformation of materials via contact. Salt or sugar can dissolve in water, but also salt can turn ice into liquid water. Reactions that really is REACTIONS, not just handwork.

6
DF Modding / Vermins that turns into creatures (DFhack?)
« on: October 18, 2020, 11:27:31 pm »
I have ideas of use dummy vermin creatures for spawning purposes. When this vermin spawn in fortress or adventure mode, it immediately transform (by DFhack?) into another specie that is normal creature.

This will solve bug when pool creatures cannot spawn (vermins can spawn from pool). Also this will be useful for my ide of remake purring maggot into normal creature for solving bugs with milking.

7
World of distilled !!FUN!!, with good savage evil mix and challenges.



Embark


Rules:
1. Dwarf Therapist use is fully allowed
2. DFhack and exploit use justified if good reason.
3. Try to save trolls, they are your only source of wool and caravans don;t sell them. Don;t raid by squad with troll due to a bug.
4. One turn - one year. Or not more than one week of real time.
5. You can suggest small modding of creatures, if you lack some mechanics.

Save

8
DF Modding / Fast turn creature into caste of creature
« on: October 07, 2020, 03:34:13 pm »
I want to add Forest Bat and Hare Of Doom as non-sentient castes of Foul Blendecs and Harpies. What tokens needs rename for caste level and what tokens work on creature level only? If I don't move tokens from caste to base creature, will this creature-only tokens work on creature?

9
DF Suggestions / Breeding with hybdridisation
« on: October 07, 2020, 07:26:39 am »
Or simpler 'crossbreeding'. Creatures will have some tokens for hybrid producing.

Creature has multiple entries (like for attacks, materials et cetera). Firts token specialise creature, caste or class for possible breedings with (and create this type of hybrid). Then may be tokens for specify more creature properties (size range, creature tokens). Fynally is products of hybridisation, with each own chance to born.

So, horce can hybrid with donkey and produce male mul (higher chance, but they are sterille) or female mule. Then female mule can hybrid with horse (ad birth horse) or donkey (and give birht of donkey). Satyrs and generetad night trolls may hybrid with CAN_LEARN creatures and this sexual contact will produce 100% cance satyr or night troll.

Sorrry for erors, I need to sleep.

10
DF Gameplay Questions / Pregnancy time
« on: October 07, 2020, 07:03:37 am »
As I know, sentient citizens give birth after 9 month of pregnancy, non-sentient livestock do this after 6 month. But I don't know about trolls and other SLOW_LEARNER, especially now (when I need this knowledge).

11
DF Modding / Stardew Valley mod
« on: October 05, 2020, 09:25:19 am »
I want to make Stardew Valley mod, but I'm not expert in this game. So I need list of non-mundane creatures and plants for mod them all into DF.

Also will be interesting to add mayonnaise, but I don't test reactions with eggs.

12
DF Modding / Hermaphrodites breeding idea
« on: October 04, 2020, 05:56:26 pm »
I have an idea how make hermaphrodites breed, but they also heal all injures.

Creature will have two castes (or three castes). They are male and female (optional genderless caste). And greeting interaction, that cannot be mutual and that turn creature to another caste for time. Transformations don;t change orientation, so all this creatures must born as fully bisexual.

As example, blizzard men all born as men, but if player get two of them in fortress, one of them turn all other temporary into females, so they get pregnant and give birth, then become men back.

I only need know pregnancy time in ticks, but tester for mod will be also very good.

13
I have very fun idea of bizarre world, that need some RAW changes for generate fantasiest embark.

Just:
1. Change all aboveground [GOOD] (unicorns, mermaids, pixies et cetera) and [SAVAGE] (yeti, sasquatch, acorn fly, all other, except giant or human animals) to [UBIQUITOUS].
2. Add [USE_EVIL_ANIMALS] to all civs (even elves). (optional - add [ANIMAL][ALWAYS_WAGON_PULLER])
3. Remove [GOOD] or [SAVAGE] from grasses, trees and crops too.
4. Change human civ into gorlak civ.
5. The funniest: remove all [MUNDANE] critters and plants!
6. Generate a world with only evil surroundings and single (but BIG) cavern layer.
7. Play and write about things, that your fortress miss. 

After one round, we will vote for creatures modding.

14
DF Modding / Drugs expansion mod
« on: September 30, 2020, 05:17:37 am »
I want to add more than vanilla alcohol. A lot of drugs. But any of them - with realistic and complex syndromes (even for fantasy drugs). Like this:
Code: [Select]
[SYNDROME]
[SYN_NAME:ingesting bitter peyote]
[SYN_IDENTIFIER:PEYOTE_BITTER]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[SYN_INJECTED]
[SYN_NO_HOSPITAL]
[CE_FEEL_EMOTION:EMOTION:DISPLEASURE:SEV:500:PROB:100:DWF_STRETCH:4]
[CE_DIZZINESS:SEV:20:PROB:100:SIZE_DILUTES:START:20:PEAK:240:END:600:DWF_STRETCH:4]
[SYNDROME]
[SYN_NAME:a mind-altering trip]
[SYN_IDENTIFIER:PEYOTE_PSYCHADELIC]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[SYN_INJECTED]
[SYN_NO_HOSPITAL]
[CE_CHANGE_PERSONALITY:FACET:SINGLEMINDED:25:FACET:BRAVERY:25:FACET:CONFIDENCE:25:FACET:THOUGHTLESSNESS:25:FACET:ACTIVITY_LEVEL:-50:FACET:IMAGINATION:75:FACET:STRESS_VULNERABILITY:-25:PROB:100:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:WONDER:SEV:75:PROB:100:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_ERRATIC_BEHAVIOR:SEV:50:PROB:100:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_PHYS_ATT_CHANGE:AGILITY:-25:0]
[CE_MENT_ATT_CHANGE:ANALYTICAL_ABILITY:-25:0]
[CE_MENT_ATT_CHANGE:CREATIVITY:25:0]
[CE_MENT_ATT_CHANGE:SPATIAL_SENSE:-50:0]
[CE_MENT_ATT_CHANGE:KINESTHETIC_SENSE:-25:0]
from VVV mod
Code: [Select]
[SYNDROME]
[SYN_NAME:inebriation]
[SYN_IDENTIFIER:INEBRIATION]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INGESTED]
[SYN_INJECTED]
[SYN_NO_HOSPITAL]
[SYN_CONCENTRATION_ADDED:100:1000]
[CE_NAUSEA:SEV:35:PROB:100:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]
[CE_DIZZINESS:SEV:50:PROB:100:SIZE_DILUTES:START:20:PEAK:240:END:600:DWF_STRETCH:4] for ataxia
[CE_UNCONSCIOUSNESS:SEV:25:PROB:100:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]
[CE_CHANGE_PERSONALITY:FACET:BASHFUL:-50:FACET:PRIVACY:-50:FACET:BRAVERY:25:FACET:CONFIDENCE:25:FACET:POLITENESS:-25:FACET:THOUGHTLESSNESS:25:PROB:100:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_FEEL_EMOTION:EMOTION:EUPHORIA:SEV:75:PROB:100:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_ERRATIC_BEHAVIOR:SEV:50:PROB:100:SIZE_DILUTES:START:10:PEAK:120:END:480:DWF_STRETCH:4]
[CE_IMPAIR_FUNCTION:SEV:20:BP:BY_TYPE:BREATHE:ALL:PROB:100:SIZE_DILUTES:START:120:PEAK:480:END:1200:DWF_STRETCH:4]
from vanilla

So, I want add coca leafs, smokable opium, tobacco (chewing and cigars), marijuana (smokable and drinking bhang), qat leafs, mapacho, coffee, tea (standard and australian tar-like), amanita muscaria, ephedra, psilocibes, ayahuasca and smokable pakistani arachnides. As fantasy drugs, I will add orc drought from LoTR.   

15
DF Modding / Getting liquid venom from sentient creatures
« on: September 21, 2020, 06:16:34 am »
Current DF has mechanic that used for getting liquid creature extract in some time from some creatures. But this mechanic don't work with sentient creatures. How make syndrome that temporary make serpent men non-sentient for getting venom from them?

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