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Messages - IndigoFenix

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3616
So I say to you, "Let there be hotdogs!"

Edit 2: Speaking of missing oddities. You should probably add Volt Shrooms and Ice Flowers to the power-up crops.

Volt Shrooms electrify whoever eats one. You could have it give a temporary Thunder Hand ability.
Ice Flowers would need a bit more thinking through though... but you got some kind of ice spell with the shaman.

Hmm, egg dogs by mixing meat with eggs... simple enough!
Volt Shrooms are a good idea too, as a counterpart to Fire Flowers.
Ice spells are problematic though, freezing spray is possible but it'll affect the caster too.  As a natural ability it's fine if the caster's creature type is immune to cold (although it can cause them to freezer-burn their own clothes off if it's too strong) but giving it to a non-cold-immune creature is a recipe for self-destruction.  It could be made into an ice-ball shooting ability instead, but that's just a physical projectile and won't cause any cold-related damage.

How about Ztars, Shinesprites, bronze, silver, green and grand stars? (I had ideas for these yesterday but had no acces to a PC or paper and forgot. I'm sure someone can come up with a use for these.) Also a variety of Yoshi from Super Mario Sunshine. (They squirt juice and water kills them)
Also are Polluted Piranha Plants (Rare, found in evil tropical areas) and Swoopin' Stus (They leave some form of refuse when they attack/get attacked) Possible?

Hmm... I guess there could be other materials for power stars, but they'd all work pretty much the same.  The others are definitely possible, but I think something more creative could be done for goop-based creatures...

There should be a succession fort, RP, stories and LPs of this mod! ;)

Feel free to make one!  ;D

3617
Another question.. If I were to play as I normally do in DF with cave dwelling alcoholics..
Which of these races here are best suited for cave adapting?

The koopa playstyle feels the most similar to dwarves overall (dig, produce food, forge armor and weapons, fight off enemies, increase fortress value), although if you want them to live in caves note that they will have minor speed handicaps for their first year underground until they become cave adapted.  Only shy guys can live in caves with no handicaps, but their unique production abilities and lack of nobles means that their playstyle will start to feel very different later in the game (or within the first two minutes if you rush to make a Subspace Portal).  None of the races are alchohol dependent, and all will have to deal with tougher and more frequent enemies than you'll typically find in vanilla DF.

3618
Have you concidered making a Toad-friendly koopa civ?
I mean, according to the paper mario games, not every koopa are evil.

The civilizations themselves are babysnatchers, but you'll find friendly koopas, goombas, etc. in adventure mode.

3619
I like Shy Guys the most, any chance you can give them a bit more variety?  I'm interested in this special ability of yours, but it would be cool if you could give their coffins a reaction to summon Boo Guys, as a semi-citizen pet like Yoshis.  Granted, being able to summon undead minions would change the game due to how tough they are and the OTHER problems with DF undead, but it would be neat.  Maybe you could just tweak standard DF ghosts, which sometimes are so happy they have been known to organize parties?  What would also be neat, is giving them their own flying caste, such as the Beezo, which is a Shy Guy with dragonfly wings.
http://www.mariowiki.com/Beezo
Also, could you tweak their fat to make it a sort-of armor?  It would be a good way to sort-of add the Fat Guy caste, without ACTUALLY making a caste.  Also, when Bowser was a baby, his army consisted almost entirely of Shy Guys, so having a way to patch relations between his new minions and the ones who kept him from being eaten by sentient dinosaurs as a newborn would be kind of awesome.  Now to get back to slowly building a stony fortress from the ground up...my Koopas' eggs failed to hatch, even those belonging to married women who had layed them roughly one year ago...cooking them up, hopefully the next batch works!

The boo guy idea won't work - undead don't really do much good in fort mode (they'll attack everyone).  I gave it to the Koopas because it's kind of a tradition of theirs but it's a virtually useless reaction.  As for beezos, I've considered it... but flying castes are more of an annoyance than a help in fortress mode (they tend to get stuck on roofs), and we've already got a few fliers in adventure.  Again, I only gave it to the Koopas because it's a long-standing tradition of theirs.  Armor-like fat, though, could work - something that will make a shy guy with a description like 'he is amazingly fat' would be significantly harder to kill.  Unfortunately it would be really hard to test, because arena-spawned creatures are always trim.
I like shy guys the best too - they were pretty much designed to be the most !!fun!! race to play as.  The truth is though, they're kind of a cheat mode at this point - the costs of laziness, being slightly undersized, and poor organization don't really outweigh the ability to produce anything without limit and reach legendary levels in any skill in about 20 minutes.  It says something when I have to give them a reaction that serves no purpose except to make more armies attack you.  I have been thinking of giving them some extra traits to make them more of a challenge - what I'm working with now is making it so they throw REALLY wild parties - so that making them TOO HAPPY can become a hazard.
As for shy guy/koopa relations... well, we'll have to see what the next update to DF brings, presumably it'll allow for more complex international relations.  For now, though, it's impossible.
The next update is mainly focused on adventure mode, though.  Night creatures and stuff.  Possibly will add some things in the underworld too... (I've been reading up on the Thousand-Year Door, which I've never actually played...its story really meshes quite well with DF's hard-coded settings, doesn't it?)
I'll look into the koopa egg problem.  Has anyone else made a functioning egg-laying playable race, or is it a hard-coded issue?

3620
So I embarked with some spinies and goombas and they're all starving in my koopa fort and dehydrating. Is there some way to avoid them all dying?

Ah... they need an open water source (they won't drink from barrels).  Well, the goombas anyway, the spinies shouldn't need food.
I added the ability to have bob-omb and goomba 'slaves' so that koopa armies would show up with a mix of all three.  Since Koopas can't create their own water sources like the toads, you need to find some natural ones if you want to keep intelligent pets.

(P.S.: It's not worth it.  Goombas will eat your food, won't do work, and aren't great fighters.  And slaughtering them will cause unhappiness.  As for bob-ombs... well, 90% of the time their potential hazards outweigh their benefits.  They're there for flavor, not gameplay.)

Lurker here, I un-lurked just so I could tell you this is awesome! Also, Goombas are baby snatchers, right? I say this due to the fact that each time their caravan leaves, I get spammed with messages saying they "kidnapped" the caged animals they didn't sell...another oddity I suppose. Also, to anyone playing as a Koopa, I haven't seen this myself but according to someone ELSE who made a reptile civ, the eggs laid by the female Koopas should hatch so long as she's married and nobody takes the eggs from the nest box. I say this because I was personally worried when I saw them just walk away to work after laying their eggs. Another thing, just wanna point out that, in canon, Bandits and their subclasses are technically a caste of Shy-Guys. At this point it's a bit late, but I just wanted to say that anyways. My first fort with this mod is going well, disabled invaders due to being a coward...I'll reactivate them once I'm ready to offer their souls to Great Demon King Koopa, as Bowser is known in Japan. Here's hoping someone with talent decides to love this, and make a graphics pack! I'm so confused, as long as I've played I've used Ironhand! Keep going strong, and awesome work so far!

Thanks for the support!  Yeah, the bandit/shy guy thing was a discussion early on, but I eventually decided to separate them because they're often used differently, especially in later games.  In this mod, bandits are more aggressive, and shy guys are more built for out-of-sight mischief. (in the next update, both will have separate special abilities in adventure mode, once I can work out how to deal with adventure mode's wacky timing).
I actually like DF's simplistic style, but a graphics pack would be pretty cool.  Especially now that I seem to be running out of Ks.

3621
DF Modding / Re: DRILLS! (Help attained!)
« on: September 26, 2012, 06:35:34 pm »
I would suggest using the minining skill, and setting it to weapon digger so you can dig with it.
ROW ROW, FIGHT THE POWAH!
Just setting the skill to mining works for that.

...No. It needs the DIGGER token in the entity to dig with, I'm pretty sure.

The best part?  Attacking with mining weapons train (and are affected by) the same attributes associated by mining: endurance and willpower.
It's too bad that mining isn't considered a military skill, so you won't be able to tell your military to specifically equip drills if you set it to the MINING skill.

3622
DF Modding / Re: A common warfare question
« on: September 26, 2012, 06:24:09 pm »
UTTERANCES is actually its own language, with hard-coded 'words' (they have specific untranslated names and will begin battles by shouting their own name and some gibberish phrases that mention the creatures they have killed - kobold-speak).  But nobody else can understand it, not even other civs with UTTERANCES.

If you make a civ with either UTTERANCES or unable to speak, and not SKULKING, it will generally go to war with everyone forever, constantly.  In other respects, I'm pretty sure it's identical to speech (food requirements and such).  They will also be unable to learn secrets that require [CAN_SPEAK], although I'm not sure if it will prevent them from using VERBAL interactions.

3623
DF Modding / Re: More Secrets and Secret-Users!
« on: September 26, 2012, 01:43:53 pm »
Unfortunately, there's a lot of limitations on how secrets as of yet.  While you could add just about any ability or effect to a secret book, actually getting interesting effects in worldgen is tricky.  For instance:

No goals aside from IMMORTALITY.
If they can't make zombies, they won't make a tower.
If they don't live in a tower, they won't teach the secret to students.
If they don't have certain necromancer-related tags, zombies will attack them the moment they spawn.
Any tower built by a necromancer (read: any tower) will be filled with zombies.

...Well those are the only real limitations, but it kind of puts a damper on non-zombie based secrets (that spread beyond a single individual - lucky slab-finders can learn any secret, but they won't do any of the tower-based things like visit fortresses, etc.).  You COULD do something to greatly weaken the zombie-making effectiveness in practice, though, even to the point of making the zombies completely helpless or die instantly.  Also, because most immortality-seekers will keep learning secrets until they actually find one that makes them immortal, you could fill up the world with secrets and wait for a single individual to learn a whole bunch of them, become a necromancer (or custom zombie-maker), build a tower, and start a multi-disciplinary university.  Filled with zombies, naturally.

3624
DF Modding / Re: Little issue
« on: September 24, 2012, 12:04:54 pm »
1.  Make them [SKULKING] (only if they are babysnatchers or item thieves, otherwise this will cause crashes).
2.  Restrict their [BIOME_SUPPORT] to one or two biomes, and keep other races from settling in those biomes.
3.  Give them very wishy-washy ethics (few ACCEPTABLE or UNTHINKABLE, keep it in the area of MISGUIDED or SHUN).  This should keep other races from hating them especially badly.
4.  Make them cave-dwellers.  Cave dwellers never build their own settlements, although they can settle in other race's cities if they tolerate or like other site types.

Any of these should be a push in the direction you're looking for, although it's hard to guarantee anything when it comes to worldgen.

3625
DF Modding / Re: A starving conundrum
« on: September 24, 2012, 11:52:21 am »
I'm not sure of why they won't feed them, but babies will never feed themselves (they are considered permanently 'insane').  One semi-fix (not actually solving the issue, but getting around it) would be to cut out the [BABY] tag so that they'll be born as children, which do feed themselves.  Not sure if that's what you want, but it's better than starving.
You might also want to look at the LITTERSIZE.  I'm not sure if it's actually a problem, but if sergals regularly have twins it might lead to burdening the parents more than vanilla creatures are designed to deal with.

3626
I've been trying to figure this out, but how did you get the shyguy's to not require pants? There doesn't seem to be anything outside the fact that their civ does not have any listed. Tell me your secret! the ponies require non-awkward pantlessness!

Well, you know how they say that the shyguy's face holds a secret?  Mwahaha...

The shyguys have a really weird body plan that just happens to look normal.  The key is that any part with the [LOWERBODY] tag will A. take pants and B. cause embarrassment if not covered, regardless of where on the body it actually is.  By leaving out this tag entirely from a body plan, creatures won't need pants, and by putting it elsewhere, you can make them get embarrassed about leaving other parts uncovered.  (For shyguys, the [LOWERBODY] tag is placed on their head, so they'll get embarrassed if they don't have masks.  They will also wear pants on their head if given the option, but since neither they nor their trading civs produce pants naturally this isn't a regular problem.  Besides, it's funny when it does happen.)

Short answer: To make creatures that don't need pants, create for them an entire new body plan and leave out the [LOWERBODY] tag from the lower body.  You will also need to include all lower body organs in this body plan, because the default ones use the [LOWERBODY] tag to determine where to connect. Unfortunately it is impossible to make creatures that don't need shirts, since every creature requires an [UPPERBODY] part.

3627
New update: Basically just touching up a few of the bugs, making the entity territories work a bit better (Had anyone ever encountered a city where machine mades had taken up residence?  Hilarity ensues.  Not anymore, though!)  There are also some new creatures in the savage deserts (they will be Sarasaland) and you'll find occasional hint blocks which will give you advice in adventure mode.  Also, you can now get yoshi extract and red essence...but it ain't pretty.  Especially the red essence.

I've been experimenting with 'spawning' creatures, so next version may include piranha plant infestations in the caverns, courtesy of Naval Piranha.  Still working out how to keep it under control without sending your framerate into the underworld.

On an unrelated note, I noticed that DF allows for three seperate tropical forest biomes and three tropical swamp biomes.  Think it's a good idea to reserve one of each for some monkeys and crocodiles that arguably share the same 'verse?

3628
DF Modding / Re: Human Castle (just a bunch of questions)
« on: September 22, 2012, 12:46:36 pm »
Here's how to make a negative cave-adaptation effect:

Place this in the creature file:
Code: [Select]
[CAVE_ADAPT]
[CAN_DO_INTERACTION:SPELUNCAPHOBIA_MW]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:33600]
[CDI:FREE_ACTION]

And create this interaction:
Code: [Select]
[INTERACTION:SPELUNCAPHOBIA_MW]
[I_TARGET:A:CREATURE]
  [IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
  [IE_TARGET:A]
  [IE_IMMEDIATE]
  [SYNDROME]
    [CE_DIZZINESS:SEV:10:PROB:100:RESISTABLE:START:0:PEAK:8400]
      [CE:COUNTER_TRIGGER:CAVE_ADAPT:8400:16800:REQUIRED]
    [CE_DIZZINESS:SEV:100:PROB:100:RESISTABLE:START:0:PEAK:16800]
      [CE:COUNTER_TRIGGER:CAVE_ADAPT:16800:33600:REQUIRED]
      [CE_DIZZINESS:SEV:1000:PROB:100:RESISTABLE:START:0:PEAK:33600]
      [CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NONE:REQUIRED]

The important part is the [CE:COUNTER_TRIGGER:CAVE_ADAPT] tag.  The first number is the point at which the previous syndrome effect will begin, the second number is the point at which it will end.  It runs off of the same counter as the regular cave adaptation variable (that's why the creature needs to have [CAVE_ADAPT], so it is actually very effective at making an above-ground race.  For instance, the counter won't instantly reset back to zero when they come up for air, but it'll gradually roll down over time.  It is also worth noting that the effect will instantly stop when they are not underground, even if the counter is over the specified start number.

This particular version is designed to create a creature that can make short trips underground without any trouble (about one week at a time - long enough for a mining/gathering/hunting trip but not long enough for long-term settlement) but need to come up for a breather or they'll grow dizzy, which basically makes them much less efficient at everything.  If you keep them under for longer periods, the dizziness will grow more severe.

As long as the cave-adaptation counter is over 8400 (one week), they'll get dizzy the moment they go underground.  And regardless of what the counter is, they will stop being dizzy the moment they surface (actually, not the exact moment in this particular case - but that's only because dizziness tends to linger a bit even after the syndrome causing it stops.)  You can choose to give them any negative (or positive!) syndrome you want.

One more note: they will take on the same effects as dwarves if you keep them under for too long - being irritated by the sun if they stay under for over a year and being nauseated if over a year and a half.  But, this will probably not happen unless you choose to keep someone underground for longer periods as a punishment/sadism.
Nice!

As for the cave-adaption thing... I wish I knew anything about syndromes, to create one that turns the Human into a Dwarf if it stays underground for 2-3 years (losing its SPELUNCAPHOBIA in the process.)

Mushrooms of Dwarvenkind also seem like a somewhat workable idea for when you feel your human settlement absolutely MUST outdo dwarves at their own game. Humans are ambitious, after all.

You could add a body transformation syndrome at the end, but if you do, once they reach that level of cave adaptation, they'll flip back and forth every time they come out of the caves or go back in - human above ground, dwarf below.  Like a dwarven selkie.  (Yes, COUNTER_TRIGGERS are just that awesome.)  This would allow a cheap exploit though, since you could just bring them back and forth and they'd instantly recover all of their injuries.

The simpler thing would be to just add a number to the last syndrome's COUNTER_TRIGGER, where it says NONE (the NONE means that it has no end).  Once they reach that point, they'll just stop getting dizzy underground.  For 3 years, just change the last line to:

 [CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:1209600:REQUIRED]

You could also add a body appearance modifier to make them short and give them longer beards if you want  :P

3629
DF Modding / Re: Human Castle (just a bunch of questions)
« on: September 21, 2012, 04:09:45 am »
Here's how to make a negative cave-adaptation effect:

Place this in the creature file:
Code: [Select]
[CAVE_ADAPT]
[CAN_DO_INTERACTION:SPELUNCAPHOBIA_MW]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:33600]
[CDI:FREE_ACTION]

And create this interaction:
Code: [Select]
[INTERACTION:SPELUNCAPHOBIA_MW]
[I_TARGET:A:CREATURE]
  [IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
  [IE_TARGET:A]
  [IE_IMMEDIATE]
  [SYNDROME]
    [CE_DIZZINESS:SEV:10:PROB:100:RESISTABLE:START:0:PEAK:8400]
      [CE:COUNTER_TRIGGER:CAVE_ADAPT:8400:16800:REQUIRED]
    [CE_DIZZINESS:SEV:100:PROB:100:RESISTABLE:START:0:PEAK:16800]
      [CE:COUNTER_TRIGGER:CAVE_ADAPT:16800:33600:REQUIRED]
      [CE_DIZZINESS:SEV:1000:PROB:100:RESISTABLE:START:0:PEAK:33600]
      [CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NONE:REQUIRED]

The important part is the [CE:COUNTER_TRIGGER:CAVE_ADAPT] tag.  The first number is the point at which the previous syndrome effect will begin, the second number is the point at which it will end.  It runs off of the same counter as the regular cave adaptation variable (that's why the creature needs to have [CAVE_ADAPT], so it is actually very effective at making an above-ground race.  For instance, the counter won't instantly reset back to zero when they come up for air, but it'll gradually roll down over time.  It is also worth noting that the effect will instantly stop when they are not underground, even if the counter is over the specified start number.

This particular version is designed to create a creature that can make short trips underground without any trouble (about one week at a time - long enough for a mining/gathering/hunting trip but not long enough for long-term settlement) but need to come up for a breather or they'll grow dizzy, which basically makes them much less efficient at everything.  If you keep them under for longer periods, the dizziness will grow more severe.

As long as the cave-adaptation counter is over 8400 (one week), they'll get dizzy the moment they go underground.  And regardless of what the counter is, they will stop being dizzy the moment they surface (actually, not the exact moment in this particular case - but that's only because dizziness tends to linger a bit even after the syndrome causing it stops.)  You can choose to give them any negative (or positive!) syndrome you want.

One more note: they will take on the same effects as dwarves if you keep them under for too long - being irritated by the sun if they stay under for over a year and being nauseated if over a year and a half.  But, this will probably not happen unless you choose to keep someone underground for longer periods as a punishment/sadism.

3630
DF Modding / Re: Making Useless Labors Useful
« on: September 21, 2012, 12:26:12 am »
Taxidermy could be a nice use for animal dissectors.  Unfortunately, there's no way to specify what kind of statue or craft is made from a particular material, so if you made, say, a leather statue, you could easily just end up with 'cow leather statue of dwarves' or something like that.  You could define a custom 'stuffed animal' tool and wind up with 'cow leather stuffed animal' or 'bear leather stuffed animal', which is kind of clear-ish, unfortunately you couldn't use these as furniture.  The value would be determined by the value of the creature's leather, so exotic creatures would be more valuable than typical ones (unfortunately no dragons, as scale is not tannable, at least not with Vanilla defined materials.)

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