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Masterwork DF / Re: Extra Civ for Masterwork: The Revenants
« on: July 24, 2013, 11:05:47 am »
indeed I shall. when i release the tier 1 mod ill let people see what its like.
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Different castes probobly just with modifyed description and possibly pain immune and with infiltrators, same answer to the question. Im not willing to add them.What do you mean by sects? Do you mean that you will have two diffrent castes or two diffren creatures? You can only have one creature in fort mode that you play with at one time, so if you plan to have two diffrent creatures then one will just be apparent in seiges, trade and adventure mode. The only other creatures that might appear in fort mode are intelligent beings that have been tamed (such as tigermen). These still cannot do any labors though.alot of questons XDSpoiler (click to show/hide)
well the race is really comprised of two "sect's" one being human cultists and the other being the Revenant's themselves who arn't undead par say but they are close enough, not so they burn in good weather and not so that theywill die from a small cut bleeding them out.
im not sure about zombie pets or ghost pets, but they will have "pets".
They will be at war with everything that isn't evil if possable to code that relationship in, BUT they will go to war if they those races give them trouble.
since I hate infiltrator's i wont add them, it would be like asking a nazi to befrend somone who is a hippy *no offence* it wont happen...
also europa is feckin awesome!
The relationships are dependent on ethics but also if they [babysnatcher] and/or [item_thief] I think (all in the entity file for the creature). If you want your creature to only be able to talk amongst themselves then you can add uttrances, but then they cannot make peace with anyone else. I think [opposed_to_life] only takes effect once the game starts and not when the history is generated though.
Im not sure you understood what I meant with infiltrators, what I meant was that if you had an idea for adding in a specific infiltrator to sometimes arrive on the fort as an normal migrant but who would be something else. Much like vampires are in dwarf fortress for the dwarves. Perhaps an infiltrator working for the "good" races or a renevant hunter disguised as a human cultist (perhaps them sometimes killing sleeping units like a vampire). Im not sure how this would work if they arent bloodsuckers though.
I have also modded my own [not_living] creature and few of the castes in the same creature is also [opposed_to_life] (they are rare though).alot of questons XD
How are you going to deal with the fact that zombies are opposed, this might very well mean that your domesticated animals could get attacked? I made a interaction which they could do that convert living unintelligent beings into not_living (and Ive experimented with opposed_to_life in the same) it has seemed to have solved few problems but opened up few more. Ex: if they are fighting you when you do the reaction they wont stop even though they have just turned.
Also Ive modded in an interaction where they can raise corpses into intelligent zombies (might change it into changing creature), still not sure if they join the civ or just muck about like normal zombies though. It used fit_for_resurrection and not fit_for_animation. I was thinking about changing it into changing creature and then into a specific caste which all converted bodies turned into, like a weak zombie caste inside the creature which would be perhaps the most numerous one.
Are your renevants going to be at war with everyone? What type of "vampire" infiltrator are they going to have? Since good weather instantly kills not_living are you going to mod that out? Will they be able to bleed to death or do you have to decapitate them? Any syndromes in the blood? I had a vomit syndrome in one of the castes blood since I thought it would "smell so bad".
(Havent done much more than that since steam summer sale is now out and I bought europa universalis 3 which is just kick ass, besides I know I was too lazy to do something big for everyone alone.)
Hey, at the very least, I can edit fire's effusive typing.Hahaha, my typing is way to fast sadly and my keyboard is to be honest, crap...
Sounds like fun, so count me in (if you don't mind somebody fairly new to the forums participating).absolutly no problem man, so long as you know hwo to play DF thats all thats important.
ermn oops, I type too fast, once again!
Also, anyone who is knowledgeable about workshop reaction modding, I'd like to ask that you take a couple of minutes and skim the raws; tell us if anything is wrong.

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Jumping into this.holy shit, im loving these ideas!![]()
You know how some legendaries in worldgen strive to extend their lives by any means necessary, then become vampires and such? They gotta figure those things out somehow. What if the Revenant civ is an alliance of like-minded cults and cultists?
The base race are living souls who seek the darker magics. Embrace death and become necromancers, extend life indefinitely through vampirism or lichdom, or raise the Carp God. Loosely allied, they find safety in numbers. Even the drow distrust them. (Challenge: Create a civ that contains representatives from the other races.)
Their pets are anything from shades and ghosts (humanoid as well as ghost dogs and kitties) to Lovecraftian deep one abominations.
Citizens must study to become or be transformed into supernatural creatures, such as vampires and werebeasts or lichs. (Think the transformations of the golem forge or the Masterwork temples.) Anything that comes from the living and still has a semblance of life.
The cultists have sacrificed the ability to reproduce naturally, either as a vow of celibacy or enforced through more macabre means. Reproduction (to answer Isngrim's question) would then be through recruitment or conversion. Migrant waves would be of fresh recruits or converts. Any invaders captured would be either converted or sacrificed.
Fallen untransformed citizens and fallen invaders could be ressurected as zombies or part-zombie convert slaves. Ideally, these become citizens, but pets would work well enough if the other reproduction avenues are in place.
Also, corpse bone and flesh and blood would be important materials. Maybe sanctify their weapons and armor? Give the butcher shop or slaughterhouse an "extract blood from fresh corpse or victim" reaction, then use bone and blood as reagents in forging.
The soul shard would have to be harvested easily if you're going to require them for items. Perhaps a certain type of mage would take a sentient being's corpse and magically distill it down into a crystal. If the soul distilled had already become a ghost, the ghost disappears as if memorialized. Or the shard is dropped from some corpse-munching animal like the golden goose drops gold bars.
Ooh, idea: Revs create special dark glass for various uses, take raw dark glass and sentient being's corpse to make soul shard!
And I vote that blood or bone meal is the special ingredient to make dark glass.