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Author Topic: Silphium: Dwarven Babystopper  (Read 10798 times)

FearfulJesuit

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Re: Silphium: Dwarven Babystopper
« Reply #15 on: March 16, 2012, 09:47:21 am »

Wow, well done. How'd you come up with this?
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dei

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Re: Silphium: Dwarven Babystopper
« Reply #16 on: April 11, 2012, 06:19:51 pm »

You sir have given me more ideas I probably shouldn't have for Dwarf Fortress, and for that I thank you. I will be crediting you for those, and for this.
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Girlinhat

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Re: Silphium: Dwarven Babystopper
« Reply #17 on: April 11, 2012, 07:27:56 pm »

A good idea.  I won't be using this plant, but I'll be using the idea for an implementation of my own.

HelloLion

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Re: Silphium: Dwarven Babystopper
« Reply #18 on: April 11, 2012, 08:42:52 pm »

What a great idea. Awesome.

Captain Crazy

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Re: Silphium: Dwarven Babystopper
« Reply #19 on: April 11, 2012, 09:52:12 pm »

Can workshops give reactions? If so... neutering benches that add [STERILE] to any creature that can get hauled there (dwarves, cats, chickens, giant shaggy mountain lobsters...)
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Putnam

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Re: Silphium: Dwarven Babystopper
« Reply #20 on: April 11, 2012, 09:55:25 pm »

Can workshops give reactions? If so... neutering benches that add [STERILE] to any creature that can get hauled there (dwarves, cats, chickens, giant shaggy mountain lobsters...)

If by "reactions", you mean "interactions", and by "interactions", you actually mean "syndromes", then yeah, that's fully possible. Boiling stone.

Old Greg

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Re: Silphium: Dwarven Babystopper
« Reply #21 on: April 11, 2012, 11:06:53 pm »

Though it should be noted that boiling stone strategies still have pretty wonky success rates (unless I missed out on a breakthrough).

Glad you all like it! It is meant to be as much of a "template" of what can be done as it is an actual mini-mod, so please feel free to adapt the mechanics to whatever you wish.

Deon

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Re: Silphium: Dwarven Babystopper
« Reply #22 on: April 12, 2012, 03:39:21 am »

I don't suppose these syndromes are displayed in the game somewhere? Would be neat to see who is affected and not
Look at the necromancer zombie raise interaction. You could add a flashing tile to spot the sterile dwarves:
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
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Old Greg

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Re: Silphium: Dwarven Babystopper
« Reply #23 on: April 12, 2012, 11:15:46 am »

I was seriously considering that, actually. Would people prefer that?

narhiril

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Re: Silphium: Dwarven Babystopper
« Reply #24 on: April 12, 2012, 11:21:42 am »

Old Greg

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Re: Silphium: Dwarven Babystopper
« Reply #25 on: April 12, 2012, 03:26:53 pm »

Due to overwhelming peer pressure from a persuasive seal, affected dwarves now flash Silphium's icon (I made it pretty infrequent so that it's not annoying). I also doubled the duration of the sterility; making it roughly last a season will make it easier to keep track of.

Meph

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Re: Silphium: Dwarven Babystopper
« Reply #26 on: April 12, 2012, 07:16:02 pm »

Hi, could I use a heavily altered version of this for my mod ?

I would like to add silphium as a trade-only plant to elves, that make dwarves sterile, start:0 and no end.
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Old Greg

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Re: Silphium: Dwarven Babystopper
« Reply #27 on: April 12, 2012, 08:58:49 pm »

Certainly! Mess with it all you like! Credit would be handy, of course.

Meph

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Re: Silphium: Dwarven Babystopper
« Reply #28 on: April 13, 2012, 08:53:06 pm »

Ok, is added and will be released with the next version, with proper credit.

You can now buy crates of silphium (and 4 other plants) in 5*5 stacks from the elves. Thanks :)
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Helgoland

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Re: Silphium: Dwarven Babystopper
« Reply #29 on: May 14, 2012, 07:48:15 am »

I added your syndrome to golden salve (valley herb extract), actually giving that stuff a purpose. Thanks!
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