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Author Topic: [44.12] Succubus Dungeon 16.3 - Altar of sin  (Read 107004 times)

Boltgun

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[44.12] Succubus Dungeon 16.3 - Altar of sin
« on: March 21, 2013, 02:05:22 am »


This is the vanilla version, you can discuss the Masterwork DF mod on this thread.

Downloads
Windows build, unpack and enjoy
Standalone patch
Github mirror

Succubus Dungeon is a mod for vanilla Dwarf Fortress featuring a new evil race. It is developed one feature and can be used by itself or along other mods.

Spoiler: 'Old story' (click to show/hide)

Installation instructions with the standalone patch
  • Install DF with dfhack (lazy/starter pack is recommended)
  • (optional) Select your tileset or ASCII before installing the mod.
  • Extract the archive in your Dwarf Fortress folder, preserving the folder structure.
  • Make sure the temperature feature is activated. It should be by default.
  • Generate a new world.
  • In fort mode, press tab to select a civilization that use the Dark Fortress (cabinet) tile.
  • In adv mode, simply select a succubus or a frog demon.
  • Have fun, see the included readme for more information.

Spoiler: 'Features' (click to show/hide)

FAQ
* How to I chose my civ?
Press tab before embarking until seeing a list of civilization name.
Press + and - to chose a civ using the 'cabinet' tile to display its colonies on the map.
Pressing tab again until seeing the list of neighbors will confirm your choice, the selected race is always at the top.

* I'd like to play in ASCII but everything look wrong
To play without a tileset, it is recommended to download a separate build of DF (like the Lazy Newb Pack) and set it up to run as ASCII.
Then you can drop the standalone version of the mod over it.

* I get messages about pets being kidnapped after trading !
This have no consequences to you and you can safely ignore this message. As a side effect of playing a baby snatcher civilization, caravans leaving your fort will 'kidnap' their own pets.

* I have 'smoke' or other weird boulders.
You have temperature disabled. This is required by the mod. If you have a configuration tool for your game, you can try enabling it with it, otherwise you can edit your d_init.txt file. Here's how to do it.

* How do I train archers?
First you must build archery targets, set their room individually and make sure the shooting direction matches your setup. Stockpiling ammo in the room is also a good idea.
Then there is two ways: aither by making the squad inactive and giving your archers no jobs, or by to providing the archers with a melee training area and setting the squad on full time training.
Make sure that they have quivers too.

* There is a bug, what do I do?
Report bugs and general problem in this thread. If you have a github account, you can also post issues there.

Road map

Spoiler: 'Season 1' (click to show/hide)

Season 2
Reboot: Restart the mod for version 10.0 with a more environment neutral features.
Corruption: Another direct port from vanilla with the reintroduction of the invader corruption system.
Summoning: A direct port of the summoning system and the reintroduction of old foes.
Social: Make use of the DF 0.42 series's features.
Powers: Pyromancy, secrets, blights and other nice effects.
Material and souls: Soul gathering (and eating), flesh shaping, leather upgrades, alternatives to mining and their associated crafts.
Highly Fortunate Sightings: New interactions for nobles and children to make them desirable. Dig down and...
Pet upgrades: Build peculiar chambers were pet specific reaction can be performed.

Spoiler: "Credits" (click to show/hide)

Enjoy!
« Last Edit: September 15, 2018, 05:46:44 am by Boltgun »
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Succubus civ : Vanilla - Masterwork
Let's plays: Youtube - Piratez - Twitch

Grey_Wolf

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Re: Succubus civ [1.0] - Harbinger of FUN
« Reply #1 on: March 21, 2013, 02:46:28 am »

So what You're saying is, that there's a possibility of my Adventurer wandering into a dungeon full of Succubus to procreate kill?
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Boltgun

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Re: Succubus civ [1.0] - Harbinger of FUN
« Reply #2 on: March 21, 2013, 03:20:31 am »

They get in war so much with humans you probably find some in towns to recruit. Dungeons will wait for the next df when all settlements will be generated.

Forget about anything nasty. They have a migraine right now, and that make them pretty angry.
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Succubus civ : Vanilla - Masterwork
Let's plays: Youtube - Piratez - Twitch

Deon

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Re: Succubus civ [1.0] - Harbinger of FUN
« Reply #3 on: March 21, 2013, 03:24:08 am »

There are already dungeons under temples, and if your succubi are like goblins, they will appear there as bandits.
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Boltgun

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Re: Succubus civ [1.0] - Harbinger of FUN
« Reply #4 on: March 21, 2013, 03:35:45 am »

They have a high banditry but no LOCAL_BANDITRY to keep you hands free in adv mode.
I found several of them in sewers already and one at the head of a bandit camp. I'm not very good as an adv but I only tried kicker + biter to test hooves and poison, my latest inccubus archer tend to survive better so I'll do more exploration.
« Last Edit: March 21, 2013, 03:54:54 pm by Boltgun »
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Succubus civ : Vanilla - Masterwork
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Boltgun

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Re: Succubus civ [1.0] - Harbinger of FUN
« Reply #5 on: March 23, 2013, 04:52:19 am »

Updated the sprites for version 1.1 : Download
- Added basic sprites for fishery worker and medical jobs, that will cover all the basic fortress jobs.
- Took out dummies and palettes from the set.
- Made a few sprites slightly lighter so they are less of a pain to read.
« Last Edit: March 23, 2013, 10:47:38 am by Boltgun »
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Succubus civ : Vanilla - Masterwork
Let's plays: Youtube - Piratez - Twitch

Meph

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Re: Succubus civ [1.1] - Dwarves sieging riding giant mouses
« Reply #6 on: March 23, 2013, 12:41:14 pm »

suggestion: use cave_adapt triggers to give succubi bonus when staying underground, und negative effects when they have to go outside.
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Boltgun

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Re: Succubus civ [1.1] - Dwarves sieging riding giant mouses
« Reply #7 on: March 25, 2013, 05:45:38 am »

suggestion: use cave_adapt triggers to give succubi bonus when staying underground, und negative effects when they have to go outside.

I did search for such triggers, looks like I will be able to add nice bonus for cave adaption. I added this to the roadmap along with new powers.
I suppose it requires the CAVE_ADAPT tag to the creature tag. I read on the wiki it gives bonuses to dwarves but I never knew which ones besides vomit.
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Succubus civ : Vanilla - Masterwork
Let's plays: Youtube - Piratez - Twitch

Black_Legion

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Re: Succubus civ [1.1] - Dwarves sieging riding giant mouses
« Reply #8 on: March 25, 2013, 08:58:18 pm »

Looks like a promising and fun project. I miss having some fun evil civs to play around with (either being generally dark and twisted or just affably evil, both are just as entertaining). Have you thought of adding interactions (magics, abilities, curses, plagues, ect) to some beasts/materials and some more interesting ways to conquer or create challenges?

Have you tried looking at the old Dark Dwarves mod for giving your succubi interesting personalities to deal with? I remember the Gnoll mod you had to struggle actually getting your lazy gnolls to complete tasks while the Dark Dwarves required some interesting juggling: they were initially mentally tougher than their non-twisted cousins but once they snapped, they broke utterly. Having a veteran survive years of conflict and death till his lost kitten was killed in some plumbing and then going berserk in the ready room was an... illuminating... way to learn about air locks and tiered defenses. I never did find one of the squaddy's arms afterwards.

Have fun modding, I'm looking forward to see what you come up with!
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Boltgun

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Re: Succubus civ [1.1] - Dwarves sieging riding giant mouses
« Reply #9 on: March 28, 2013, 01:56:51 pm »

Looks like a promising and fun project. I miss having some fun evil civs to play around with (either being generally dark and twisted or just affably evil, both are just as entertaining). Have you thought of adding interactions (magics, abilities, curses, plagues, ect) to some beasts/materials and some more interesting ways to conquer or create challenges?

Have you tried looking at the old Dark Dwarves mod for giving your succubi interesting personalities to deal with? I remember the Gnoll mod you had to struggle actually getting your lazy gnolls to complete tasks while the Dark Dwarves required some interesting juggling: they were initially mentally tougher than their non-twisted cousins but once they snapped, they broke utterly. Having a veteran survive years of conflict and death till his lost kitten was killed in some plumbing and then going berserk in the ready room was an... illuminating... way to learn about air locks and tiered defenses. I never did find one of the squaddy's arms afterwards.

Have fun modding, I'm looking forward to see what you come up with!

Thank you, I will have a look at these mods for more ideas.
I have just ironed out issues (like hooves not healing leaving succubi in a bed for their whole life) and made a few cosmetic changes. Now I have the entity and creature right, it is time to move on serious business.

So summoning is next, I will use dfhack if I can but in case of trouble I will try a fallback based on eggs.
I am sure I will need dfhack at some point so might as well add it early.

Army masters are added too  :)
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Succubus civ : Vanilla - Masterwork
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laularukyrumo

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Re: Succubus civ [1.2] - Less moral, more deadly
« Reply #10 on: March 28, 2013, 02:34:30 pm »

Yeah... DFhack will probably be necessary for summoning live creatures. You can use reactions to summon vermin, though, if I remember correctly... so you could potentially create "vermin" creatures that are set up to never naturally spawn, and have the same stats as whatever creature you're trying to summon, and workaround like that.
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Spirit of Power

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Re: Succubus civ [1.2] - Less moral, more deadly
« Reply #11 on: March 28, 2013, 02:44:30 pm »

Yeah... DFhack will probably be necessary for summoning live creatures. You can use reactions to summon vermin, though, if I remember correctly... so you could potentially create "vermin" creatures that are set up to never naturally spawn, and have the same stats as whatever creature you're trying to summon, and workaround like that.

The problem with that is that the creatures in question will always be classified as vermin. But IIRC there's a script which will allow you to spawn creatures somewhere, I'd have to find it again though :/

Anyways, if you're doing creature summons for getting special animals, I must request you include some form of suicide bomber imps which will explode themselves in combat. It would certainly lead to much Fun when a baby snatcher is caught in your main dining hall.
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There is no such thing as a bad idea, just ideas that wind up killing dwarves at rates that would give OSHA a heart attack.
Adventurers don't need clothes, backpacks, or anything else similar to that. What are you even talking about when you say you do. I mean seriously.

Boltgun

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Re: Succubus civ [1.2] - Less moral, more deadly
« Reply #12 on: March 29, 2013, 06:39:29 am »

Yeah... DFhack will probably be necessary for summoning live creatures. You can use reactions to summon vermin, though, if I remember correctly... so you could potentially create "vermin" creatures that are set up to never naturally spawn, and have the same stats as whatever creature you're trying to summon, and workaround like that.

The problem with that is that the creatures in question will always be classified as vermin. But IIRC there's a script which will allow you to spawn creatures somewhere, I'd have to find it again though :/

Anyways, if you're doing creature summons for getting special animals, I must request you include some form of suicide bomber imps which will explode themselves in combat. It would certainly lead to much Fun when a baby snatcher is caught in your main dining hall.

This gives me an idea from a cthulhu game I played recently. Along with your creature, summoning will randomly spawn vermins that will go for food stockpile and annoy your succubi to an extent. Nothing that will damage your fort but you will have to be prepared to handle these intruders.

I can see what would happen with exploding imps when pastured outside : "An abumsh! BOOM!". That will definitely be in.
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Succubus civ : Vanilla - Masterwork
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Black_Legion

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Re: Succubus civ [1.3] - Less moral, more deadly
« Reply #13 on: April 02, 2013, 10:27:25 pm »

Good to see another update, read some of the road map things and it makes me think of Dungeon Keeper a bit. Speaking of which you could always give the succubi/incubi/tentacle monsters a "slap" or "menace" interaction to temporarily speed up or increase the dutifulness traits temporarily. DFhack can't let you spawn a hand to persuade your more foolish,lazy, or distracted citizens to do what you told them... yet.
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Boltgun

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Re: Succubus civ [1.3] - Less moral, more deadly
« Reply #14 on: April 03, 2013, 09:29:45 am »

We can have a creature spreading an enhancing 'slap' syndrome. Ideally you could have an interaction that nobles uses automatically to cancel breaks, leaders having to push their lazy peons back to work would be interesting. And that would make nobles... useful? Unfortunately I don't think there is a way to add interaction to nobility (I can use castes but that would be a job for positions).

Otherwise that could be an use for a summoned creature, like tentacle monsters being a tool for keeping your citizens safe and productive.  ;)

But first things first, I got a summoning circle working and basic reactions. Now for the hard part, I need creatures out of this at least in a wild state. Ideally they'd be tame out of the box but if I encounter bugs, I'll let animal trainers finish the job.
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Succubus civ : Vanilla - Masterwork
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