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DF Modding / Re: Create a necromancer civ
« on: July 08, 2015, 01:09:55 pm »
Yes it would work for variant(innate) types of Vampires and werebeasts.
To prevent custom werebeasts settlements from collapsing simple make a variant werebeast interaction without it adding the [CRAZED] token and make sure the werecreature also lacks [CRAZED] or [OPPOSED_TO_LIFE].
on a side note if you want werebeasts with gender that are fertile(no fertility resets due to becoming genderless or opposite gendered temporarily) try this:
The above assumes you have designed your own werebeast creature already or just for this. You can limit this further by using [IT_AFFECTED_CREATURE:(creature ID):(caste ID or ALL for all castes)] within the Interactions [I_TARGET]. You can specify multiple creatures:castes by having multiple [IT_AFFECT_CREATURE] tokens listing the ones you want, all within a single [I_TARGET].
It's up to you if the werebeasts are infectious. If you want that just tinker with a variant of the sample interactions_werebeasts bite interaction, then paste your custom version along with your other interactions in the same RAW. Remember to add [SPECIALATTACK_INTERACTION:(your werecreatures custom bite interaction ID here)] token to your werecreature's (infectious)attacks.
Credit to Meph for the info/research about custom secrets for innate learning. He made his own necromancer civ that way months back(it might have been more than a year actually).
To prevent custom werebeasts settlements from collapsing simple make a variant werebeast interaction without it adding the [CRAZED] token and make sure the werecreature also lacks [CRAZED] or [OPPOSED_TO_LIFE].
on a side note if you want werebeasts with gender that are fertile(no fertility resets due to becoming genderless or opposite gendered temporarily) try this:
Code: [Select]
(Use I_SOURCE and I_TARGET above, i.e. like innate necromancy posted above)
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[IE_ARENA_NAME:(your werecreature here+_M)]
[SYN_CLASS:WERECURSE]
[SYN_AFFECTED_CREATURE:ALL:MALE(or the ID of another MALE sexed caste)]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:(your werecreatures creature ID):(the ID of your creatures MALE sexed Caste)]
[CE:PERIODIC:MOON_PHASE:27:0]
[CE_ADD_TAG:NO_AGING:START:0]
[SYNDROME]
[IE_ARENA_NAME:(your werecreature here+_F)]
[SYN_CLASS:WERECURSE]
[SYN_AFFECTED_CREATURE:ALL:FEMALE(or the ID of another FEMALE sexed Caste]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:(your werecreatures creature ID):(the ID of your creatures FEMALE sexed Caste)]
[CE:PERIODIC:MOON_PHASE:27:0]
[CE_ADD_TAG:NO_AGING:START:0]The only drawback is that very rarely female werecreatures can give birth to 'pure-blooded' versions of the Creature, natural(native form) members of the werebeast creature... That are also fertile.The above assumes you have designed your own werebeast creature already or just for this. You can limit this further by using [IT_AFFECTED_CREATURE:(creature ID):(caste ID or ALL for all castes)] within the Interactions [I_TARGET]. You can specify multiple creatures:castes by having multiple [IT_AFFECT_CREATURE] tokens listing the ones you want, all within a single [I_TARGET].
It's up to you if the werebeasts are infectious. If you want that just tinker with a variant of the sample interactions_werebeasts bite interaction, then paste your custom version along with your other interactions in the same RAW. Remember to add [SPECIALATTACK_INTERACTION:(your werecreatures custom bite interaction ID here)] token to your werecreature's (infectious)attacks.
Credit to Meph for the info/research about custom secrets for innate learning. He made his own necromancer civ that way months back(it might have been more than a year actually).