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Author Topic: [WARLOCK] - Discussion and Suggestions  (Read 169773 times)

jaxy15

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Re: [WARLOCK] - Dev Log - Day 9 - Alpha V0.1 Download
« Reply #345 on: January 09, 2014, 03:12:41 pm »

So, what does the demonic attorney have to do with lawyers?
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shadowclasper

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Re: [WARLOCK] - Dev Log - Day 9 - Alpha V0.1 Download
« Reply #346 on: January 09, 2014, 03:22:45 pm »

So, what does the demonic attorney have to do with lawyers?
Contracts or souls.

Also, if you can cause moods now by reactions. The Warlocks should totally have high end spells to force their crafters into moods of all sorts. Or perhaps hit enemies with them. An interesting one would be a spell that forces all enemy units within LoS into a Fel Mood.
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Grimmash

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Re: [WARLOCK] - Dev Log - Day 9 - Alpha V0.1 Download
« Reply #347 on: January 09, 2014, 03:36:49 pm »

Moods via reactions would be great for... Every race.  Cab you remove moods as well?  That would be fantastic for normal dwarf forts, with an expensive reaction to save someone who fails a mood.

Meph

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Re: [WARLOCK] - Dev Log - Day 9 - Alpha V0.1 Download
« Reply #348 on: January 09, 2014, 03:48:24 pm »

I just had this mental image:
Spoiler (click to show/hide)
Demonic Attorney. Sign contract in blood, hand over soul. ;)

Moods are seemingly possible, as is healing melancholic dwarves. Science is being done, but apparently the gm-editor allows quite a few fancy things.
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BlackFlyme

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Re: [WARLOCK] - Dev Log - Day 9 - Alpha V0.1 Download
« Reply #349 on: January 09, 2014, 03:51:03 pm »

Moods via reactions would be great for... Every race.  Cab you remove moods as well?  That would be fantastic for normal dwarf forts, with an expensive reaction to save someone who fails a mood.

You can remove insanity just fine, though I'm not sure if it would be possible to remove an actual mood safely. However, berserk dwarves probably aren't worth saving, since they will spark a loyalty cascade unless you manage to cure the dwarf before they attack anyone.
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Meph

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Re: [WARLOCK] - Dev Log - Day 9 - Alpha V0.1 Download
« Reply #350 on: January 09, 2014, 03:56:56 pm »

Quote
You can remove insanity just fine
That alone is worth a lot. Not for Warlocks, but for dwarves.

Another thing is converting wildlife into pets. For example a druid finds a pack of wolves, and the wolves instantly turn 'tame' and count as pets. That should be possible with this as well. Good for elves or gnomes.

The discussion on it literally just started today, and Quietust seems to take an interest. I can only watch and wait and see what comes of it. :)
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jaxy15

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Re: [WARLOCK] - Dev Log - Day 9 - Alpha V0.1 Download
« Reply #351 on: January 09, 2014, 03:59:55 pm »

We can remove insanity? So we can have LITERAL dwarf therapists?
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Grimmash

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Re: [WARLOCK] - Dev Log - Day 9 - Alpha V0.1 Download
« Reply #352 on: January 09, 2014, 04:50:43 pm »

I found the thread.  Once i get down to my project, this may really make things interesting.  So i might be testing in a few weeks.  Gotta finish all these turns, de-DF for a bit, then look into modding.

shadowclasper

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Re: [WARLOCK] - Dev Log - Day 9 - Alpha V0.1 Download
« Reply #353 on: January 09, 2014, 05:05:08 pm »

So we can inflict insanities as well? What about tantrums? Forcing tantrums as a spell or ending tantrums as a spell would be excellent things for warlocks to do. Causing enemies to become melancholic, insane, berserk, etc.
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zlurker

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Re: [WARLOCK] - Dev Log - Day 9 - Alpha V0.1 Download
« Reply #354 on: January 09, 2014, 06:26:28 pm »

How do you embark on necromancer towers? I've never tried to use Embark Everywhere before trying warlocks.
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BlackFlyme

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Re: [WARLOCK] - Dev Log - Day 9 - Alpha V0.1 Download
« Reply #355 on: January 09, 2014, 07:01:51 pm »

How do you embark on necromancer towers? I've never tried to use Embark Everywhere before trying warlocks.

There's a DFHack plug-in called 'embark'. When you are in the embark screen, just type 'embark -e' into DFHack, and it should let you embark wherever you want.

Just don't embark in the ocean. It's an instant game-over.
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zlurker

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Re: [WARLOCK] - Dev Log - Day 9 - Alpha V0.1 Download
« Reply #356 on: January 09, 2014, 07:12:21 pm »

I turned it on already. Just not sure how to embark on the tower. Do I just put my cursor on the I and hit e to embark?
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BlackFlyme

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Re: [WARLOCK] - Dev Log - Day 9 - Alpha V0.1 Download
« Reply #357 on: January 09, 2014, 07:14:26 pm »

I turned it on already. Just not sure how to embark on the tower. Do I just put my cursor on the I and hit e to embark?

Just make sure that the embark rectangle is over the I and embark like you would normally.
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shadowclasper

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Re: [WARLOCK] - Dev Log - Day 9 - Alpha V0.1 Download
« Reply #358 on: January 09, 2014, 07:16:33 pm »

What would be interesting is if we could ever build things that are 3 dimensional and standing in the middle of an area regardless of the ground under it (building stuff in the air). Making a merperson civilization could be possible then.
« Last Edit: January 09, 2014, 07:18:40 pm by shadowclasper »
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zlurker

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Re: [WARLOCK] - Dev Log - Day 9 - Alpha V0.1 Download
« Reply #359 on: January 09, 2014, 07:33:15 pm »

Getting ready to embark and wondered if anybody had any tips what to train my skeletons in. Currently have four of them, two ghouls and a warlock. :D
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