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DF Modding / Termitefolk Colony (1.1)
« on: August 24, 2011, 09:20:15 pm »
(this mod is not currently being updated; thread is checked intermittently)



Termitefolk Colony
"Madder than an elf in a termitefolk mound." - dwarvish idiom


This mod adds the "termitefolk" as an intelligent and player-controllable civilization.

Termitepeople generally play in a similar way to stock dwarves, with three significant differences.

First, termitefolk are carnivores. This is actually directly contrary to the diet of actual termites, but I figure it's not unreasonable that whatever caused them to develop to a human size and shape could also have changed what they eat. The actual reason, however, is to give players an incentive to use the included custom workshop ("Wood Processing Mound") to convert wood into food. Note that this means termite civilizations starve to death during world generation; see the installation instructions at the end for effects and solutions.

Secondly, termitefolk are insects. One result of this is that they have six limbs, For most termitefolk, this means four arms; losing one or two of them will barely slow them down, and they are capible of wielding multiple weapons or shields. In addition, instead of skin they have chitin exoskeletons. Chitin is rigid, which means even the victims of relatively minor injuries will require the services of a bonesetter--although it does make unarmed termitefolk dangerous than soft, fleshy tetrapods, sometimes being able to sever limbs with a single bite.

Finally, they are divided into a caste system:

Workers: Roughly a third of all termitefolk are workers, making them the most common caste. Workers are extremely fragile, intellectually uninspiring, and not particularly strong or agile. They're also not very big (smaller than a dog) and rarely live longer than a decade. On the upside, workers are tireless, with high endurance and no need for sleep. They also have an instinctual affinity for civilian labor (particularly less complicated tasks) learning them quickly and rarely forgetting them.

Soldiers: One out of five termitefolk are born as soldiers. Soldiers are nearly as large as dwarves, and possess natural armor and weapons that civilian termitefolk lack. They are stronger and tougher than average, easy to train quickly, and while they don't have the endurance of a worker, they do not sleep. The similarity to workers also extends to their low mental attributes and very short lifespans, however, and they have no affinity for civilian labors.

Royals: The fertile kings and queens are the only termitefolk able to reproduce, and together make up slightly less than a third of the average colony. As they live only slightly longer than workers, and are generally deficient in physical attributes (although kings are quicker than average and queens have high endurance), said reproduction is their usually their primary role. Once married, a queen can give birth to 5-6 termites a year. They have both some innate social skills and a general affinity for socializing, as well as highly defined personalities which facilitate their pairing-off (and can often lead to grudges with members of the other castes).

Nurses: Nurses are a rarer variation of the worker, comprising approximately 6 percent of the average colony. Like the worker, they are small and fragile, and while they have a lot of endurance, they do need to sleep. Young nurses are faster than the average worker, but they tend to slow down with age. While nurses share some affinity towards civilian labors with workers, it is far less pronounced. Unlike the worker, however, nurses live for decades and, as their name suggests, have innate medical skills and high disease resistance.

Ministers: Less than one out of twenty termitefolk are born as ministers. Ministers do not derive their name from any religious role, but rather as advisers to royals and the colony as a whole--being by far the longest lived caste, they have ample time to gain experience and skills. While they have impressive mental attributes and a knack for remembering complicated skills, they are otherwise comparable to other civilized races in terms of size and physical attributes; this makes them the most flexible and adaptable of all the termitefolk castes.

Elites: Roughly as common as ministers, elites are their military counterparts. Like the soldier, the elite possesses thicker chitin than other termitefolk, large mandibles and a natural affinity for military skills that, unlike the soldier, extends to exotic weapons (it is also better suited for leadership and teaching roles). It is the largest humanoid termiteperson, standing as tall as a human. While not as long-lived as the minister or nurse, its lifespan can nonetheless span more than half a century and unlike the other longer-lived termitefolk, it does not require sleep.

Brutes: One in fifty termitefolk births will result in a brute. Like elites, brutes have lifespans of medium-length uninterrupted by sleep, as well as thicker exoskeletons and powerful mandibles. However, the similarity between them, and between brutes and all other termitefolk, end there. Brutes do not speak and are not intelligent in the normal sense of the word. Although they can learn and perform skills, they are slow to do so with anything not associated with melee combat. They walk with four legs instead of two, and have large, deadly pinchers in the place of hands on their two arms--although this does not prevent them from wielding weapons. Most importantly, they are huge, only slightly smaller than the average rhinoceros. A fully equiped brute makes for a deadly and nearly unstopable defender of the colony.


INSTALLATION


To install, go to the DFFD page and download the zipped folder.  Unzip and put the five text files contained within in your raw/objects folder. Players may wish to remove the [CARNIVORE] tag from the termitefolks' creature RAWs before worldgen, adding it back into the save file RAWs after completion; failing to do so will cause termitefolk civilizations to die out during worldgen. During an extended play-through this appeared to have no repercussions beyond limited availability of materials at embark and during trade, but this was unexpected and may have been an outlier.

For both balance and role-playing reasons, is also recommended that you replace the [INTELLIGENT] tag in the elf creature raw with [CAN_LEARN], or add [BABYSNATCHER] to their entity file. This will make them automatically seige your colony--a sensible relationship for wood-eaters and treehuggers to share. If you do so, it may be a good idea to also modify the progress triggers in the elves' entity entry to avoid unduly early sieges.


Changes for 1.1
- caste-specific profession names added
- food production from wood processing boosted
- some variation and personality added to higher castes
- lifespans of royal castes slightly boosted
- extravision added to soldiers
- sundry minor details and tag cleanups

I made the core of this mod soon after castes were introduced as a way to play with the new mechanic, but never really finished it.  I had a few days to kill recently, so figured I'd finish it off by tweaking out the balancing of the different castes and adding in wood-eating.  Since it's only the result of about half a dozen nights' work, it's ultimately a pretty small mod.  I think it would, however, dovetail well with something more expansive, and I'd love to see it incorporated into something well-done.  That said, please drop a line here in the thread before doing so.


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DF General Discussion / What is the underground ecosystem based on?
« on: August 13, 2010, 12:17:53 am »
In most of the worlds of Dwarf Fortress, there is a verdant underground ecosystem.  Herbivores eat a variety of foodstuffs, most of which are at least suggested to be fungal in nature.  A number of carnivores subsist on the herbivores, and certain rare, but very large, creatures live a life either at the top of or completely outside of the food chain.  In the real world, most cave life is tiny--there simply isn't enough available energy to support larger creatures.  So what is your theory for this discrepancy?

Personally, I'm going with geothermal.  Something on the bottom layer extracts energy from the nearby magma sea.  Perhaps some of the underground "trees" have long taproots that act as biological thermocouples, or maybe some sort of exotic thermophilic microbe creates enough rotting biomass to feed the various giant fungi.

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http://www.cnn.com/2010/CRIME/05/18/detroit.police.shooting/index.html?hpt=T2
http://www.cbsnews.com/8301-504083_162-20005157-504083.html
Quote
Attorney Geoffrey Fieger said members of the Detroit Police Special Response Team acted out of line when they conducted a raid on the family home of Aiyana Jones, who was severely burned and then killed by an officer's bullet. She died Sunday...

A lawyer for the family of 7-year-old Aiyana Jones, who was shot and killed during a police raid at their Detroit home Sunday morning, believes the police operation was flawed and heavily influenced by camera crews who were filming the raid for A&E's crime show "The First 48," according to a published report...

"It's worse than that," Fieger said. "It shows this in the video. There's a gentleman by the name of Mr. Robinson who lives in the home. He was out walking his dogs when they arrived. They took him and threw him to the ground and stood on his neck. He said, 'There are children living in the home. There are children in the home.' And just after that they walk up on the porch and throw an incendiary grenade into it. So it's worse than even you know."

Even though a no-knock search warrant allowed police to search both apartments, Mitchell told The Detroit News the police "were excited; they were on TV...They didn't have to throw a grenade through the front window when they knew there were children in there."
While carrying out a no-knock warrant, murderous and trigger-happy swine first burn a seven-year-old girl with a flash-bang grenade, then kill her by wildly shooting from outside the house.  Evidence indicates that they were showing off for the television cameras. Since there is apparently unreleased video evidence (from the filming crew) there is a distant possibility that the pigs in question may at least lose their job over this, but as a rule there are rarely repercussions for these botched raids--if the swine got away with a paid-suspension slap-on-the-wrist it would be utterly unremarkable. 

my favorite part:
Quote
(Police Chief) Godbee has said he doesn't know how Fieger saw the video, according to WDIV.
"If Mr. Fieger has access to anything that would be evidence in this case, he should, as an officer of the court, get it immediately to the Michigan State Police, which will be investigating," he said in a statement.

chief pig is more worried about citizens with evidence than he is about the murder of a 7-year-old

4
DF Suggestions / Botched butchery
« on: December 07, 2009, 07:38:49 pm »
Low level butchers should sometimes botch the job, causing the wounded and possibly berserk animal to escape.  Wouldn't be a big deal if you were killing kittens, but if you were culling your elephant herd you'd want to be very careful...

5
DF Modding / Two questions: vermin civs and extra flamible creatures
« on: December 04, 2009, 01:43:35 pm »
-I've seen vermin civilizations made via duplicate raw entry errors, but has anyone ever done this on purpose and explored the results?  I'm sure they don't work very well for most if not all applications but I'm tantalized by the idea of vermin thieves or even traders.

-I want my treants to be particularly vulnerable to flame; how low can I bring the [IGNITE_POINT:] without making them spontaneously combust whenever the weather gets warm?

6
DF General Discussion / Do you savescum?
« on: November 07, 2009, 04:30:26 pm »
Personally, I savescum all the time.  My criteria is mostly based on "is it dumb" whether than "is it bad."  If a random bowgoblin gets off one shot that pierces my best champion's lungs and heart in one shot, I'll savescum, while an epic battle against their swordmaster that ends in two deaths and a lost eye will be much more likely to be accepted.

But to many people, savescumming seems to be an absolute last resort; if they accidentally leave a gap in the wall and loose everyone to the goblins but a soapmaker and a baby, they'll build the whole fort back up from the unskilled ashes.  In a lot of ways I admire this, but if I don't save every half hour I'm sure to loose everything to a program crash, and the temptation to savescum is too great to avoid when I have a fresh save just three keypresses away.

How about you guys?  Do you savescum at will, occasionally, or never at all? Do you feel the same way when playing bloodline/succession games?  DISCUSS

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DF Modding / [.40d] Relentless Assault (version 1.21!)
« on: October 16, 2009, 10:16:38 pm »
This is a .40d mod and will not work in the current version of DF!

Changes for version 1.21:
-Gremlins slowed down a little, bones made more valuable
-Treant weapons removed, innate damage nerfed, size and damblock boosted
-Giant size slightly boosted, equipment slightly lightened
-Spears added to frogmen
-Names created in worldgen more customized
-Significant megabeast boosting
-Minor worldgen modifications

ver 1.2: Gremlins added, treants no longer sever on breaks, lower damblock, added weak bludgeoning weapon, giants always and ogres sometimes wear plate mail, giants wear greeves, more megabeast boosting, minotaurs only use two-handed weapons, triggers based on production, again, werewolves have 0 damblock, major worldgen modifications

ver 1.1: Treants equipped but slightly gimped, giants use enormous weapons, giant and ogre thieves use enormous daggers, giants boosted, minotaurs fixed, maces gimped, scimitars/flails/morningstars boosted and enlarged, werewolves gimped (but werewolf weapons boosted), harpies removed (they never really worked anyway), triggers based on population.

ver 1.0: Added minotaurs, megabeast modifications, fixed a bug with the treants, standardized triggers, removed mounts and assorted balancing.

ver 0.91: Cleaned up a few bad entity tags; only real consequence should be more enemies sieging in the fall.

ver 0.9: initial release

8
Twohermits the Split Fortress

In celebration of Toady's recent offhanded programming of burrows in the unreleased alpha, I'm hoping to start a succession fort with yet another gimmick. 

Twohermits will actually be two fortresses. Using a 5x3 site with a magma pipe, an underground pond and river, HFS, flux and ores (which are fairly divided between the two sides of the map), we build two, mostly independent fortresses.  Each player takes a half-week long turn to play exclusively on one side, then, just before passing it on, pulls a lever that simultaniously seals up the side he has been using and unseals the other.  The next player then plays exclusively on the now-open side, with turns alternating from then out. Dwarves in the opposite, closed off fortress are off limits except through things that inevitably affect the whole map like managers and bookkeeping, and, maybe, in the case of easily preventable mass famine.

There is one other rule--watch the lag.  Don't leave big piles of stone around, go crazy with expensive flows or let your animals get out of control.  Those who violate this rule will face corrective action from the next player, who is in turn encouraged to loot, vandalize and enslave the works and dwarves of the offender.

What's the point of this gimmick?  I'm hoping this will provide a challenge--you will face enemies drawn by the full value of the site but will only fight with half of it, and you'll have to make preparations for the long 'winter' of neglect during the next turn.  On the other hand, though, it will make the site as a whole more resilient--tantrum spirals and other threats shouldn't pass from one fortress to the other.  It might be fun to watch as combinations of luck, management, and natural resources cause one fort to prosper while the other becomes a stench-filled deathtrap.  Finally, if both forts are successful and after a few weeks there is no endgame in sight, we can use a utility to make one fort hostile and sic them on each other.

Turns will be biweekly, starting at midnight on Sunday nights and noon on Thursdays.  This is Eastern Daylight Time--General Patton didn't kick your kraut asses all the way back to Moscow in WWII just to have us set our watches to Greenwich.  If you have a queen and don't live where there are marsupials or hockey (GMT) those times will be 4am on Monday and 4pm on Thursday.  For those on the left coast, 9 PM on Sunday and 9 AM on Thursday.  Note that this is a blatant rip off variation of nahkh's excellent idea, used in the Sparkgears fortresses. This keeps the game moving and prevents people from losing interest because there hasn't been an update in a week.  It will also help to make the differences between the fortresses more hilariously extreme. Try to keep it around a game year, though--if you have enough free time to do a couple fortress years in that time (and we've all been there), just put the extra time into writing or planning something really awesome.

The world was genned on a fresh copy of the Mayday combined graphics pack, which is vanilla gameplay-wise but has enough changes in the raws to require it for this save.




Players so far:
(all times eastern daylight, GMT -4)

   (complete)nil--miner and mayor[WEST]                         
(complete, 7/5-7/9)Ark--armorsmith and metallurgist [EAST]
(complete, 7/9-7/12)        name here--mason / architect / engraver[WEST]
(complete, 7/12-7/16)Samus1111111--shoulda been an axedwarf, ended up a cook then a champion        [EAST]
(complete, 7/16-7/19)               crash stuntman--appraiser[WEST]
FAILUREsausage[EAST]
(CURRENT)name here[EAST]
Samus1111111        [WEST]

9
Ideally I'd like to see an attack within about a year regardless of fortress wealth or population.  Right now I've got a no-talking race without thieves or snatchers and with these tokens:
Spoiler (click to show/hide)

Am I using these right? Is there anything else I can do to speed things up?

10
Wiki says waterwheels do, but no word on other machines.

11
DF Bug Reports / [40d] Unexplicably stuck child and stacks of water
« on: March 02, 2009, 04:51:23 pm »
I currently have a child dying of starvation, dehydration, and drowsiness while standing in the same open bedroom that her well-fed father is resting in.  I've got huge food and drink stockpiles that no one else has any trouble finding; there are no locked doors.  There are 2 stacks of 9 water (along with some buckets and bones) in both the one-tile bedroom and the door to it; maybe she's somehow stuck by those?  At any rate, how did those stacks get there?  Something is generating failed health care jobs, but not ones that always fail--the injured father is healthy and has a number of thoughts about resting and being fed.

One caveat--I am running a mod, but I don't think it would cause something like this.  I will post the save (or something including the mod) if you think it's still worth looking into.

12
DF Bug Reports / [40d] Friend? Never heard of him!
« on: October 22, 2008, 11:51:57 pm »
A few seasons ago I noticed that my hammerer and my philosopher had become friends (which was awesome).  Now, however, while the hammerer still counts the philosopher as a friend, Wise Amost doesn't even list the hammerer as a passing aquaintance.  The hammerer has a similar relationship with a random elite marksdwarf; while I'm not sure, I do not think they were friends when I first noticed the hammerer/philosopher friendship.  It would be a cool feature for two dwarves to have different, even contradictory feelings towards one another, but this looks like a bug.

The fortress and the worldmap were created in 39, but so far it'd been running on 40 with no problems whatsoever.

13
DF Dwarf Mode Discussion / Epic families
« on: August 25, 2008, 03:57:58 pm »
It might new with .40, or it might be because my current fort is the first reclaimed fort I've played for any length of time, but for the first time I have a fort populated with large, totally badass families.  One is headed by the dwarf who basically founded the fortress--he did most of the mining and dominated my initial military with eight notable kills and 26 others, enough to earn him the name 'Singed Lizard of Barricading'.  With his wife the broker (who's in line to be mayor), he has two sons and two daughters.  Another family is a married pair of titled champion sworddwarves with 27 notable kills between them.  One of the kills was a third champion, tragically killed in a sparring accident.  As the only champions left, the couple is about as deadly as most of the rest of my fort combined.  So far they've had three sons, but their eldest was kidnapped by a goblin.  With any luck, they will someday reunite in battle...

Is this anything new?  In all of my former forts, few important dwarves ended up married and families stayed small.  My first thought was that this could be a stab toward solving the impending problem with finishing the army arc: where do you get the cannon fodder necessary to make enough sieges to keep dwarf mode fun and challenging?  Boosting the birthrate is a start, at least.  My second thought was that this is awesome, and there's gotta be people out there with even more awesome families than mine, spanning generations even.  Are other interesting family behaviors possible right now, like family vs. family grudges?

14
DF Bug Reports / An unwelcome outbreak of sanity?
« on: May 29, 2007, 07:28:00 pm »
I haven't had a fey mood in my fort for many years now (at least five), which is unfortunate since I've long passed the stage where fey moods are a problem--now I just wish I could get the easy exp and kickass artifacts they result in.  Is this a bug or have I just 'maxed out' on fey moods somehow?

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