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Author Topic: [WARLOCK] - Discussion and Suggestions  (Read 169459 times)

Meph

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Re: [WARLOCK] - Discussion and Suggestions
« Reply #1425 on: April 07, 2014, 05:00:20 pm »

Ehm... they are completely unbalanced. They dont eat, sleep, drink, age and you can wall one of them in and never lose the game. Which is exactly why that undead-control system exists in the first place. No Warlocks = No Undeads.

But I might add a system that allows making more Warlocks... it seems like the most requested feature.
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bennerman

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Re: [WARLOCK] - Discussion and Suggestions
« Reply #1426 on: April 07, 2014, 05:46:56 pm »

Ehm... they are completely unbalanced. They dont eat, sleep, drink, age and you can wall one of them in and never lose the game. Which is exactly why that undead-control system exists in the first place. No Warlocks = No Undeads.

But I might add a system that allows making more Warlocks... it seems like the most requested feature.

Alright. It's there if you want it. I just figure it's more "realistic" than trying to get warlocks in a world where the civilization died out up to a thousand years ago
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Meph

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Re: [WARLOCK] - Discussion and Suggestions
« Reply #1427 on: April 07, 2014, 05:59:03 pm »

Warlocks are humans by race. More or less. I think I will go with prisoner conversion, to make that raiding system more interesting. Get prisoner, maybe get one you can convert to an apprentice/acolyte/neophyte or whatever title will be chosen, which over time will get upgraded into Warlocks.

I am not averse to new forms of undeads, and a slightly magical skeleton does not sound like a bad idea, its just that a undead ruling the undead is too unbalanced, for stated reasons.
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Splint

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Re: [WARLOCK] - Discussion and Suggestions
« Reply #1428 on: April 07, 2014, 06:07:40 pm »

Prisoner conversion does sound like it'd be a good way to get new ones who can then be slowly brought up to "normal" warlock levels. Maybe include a brainwashing step first so they won't get all uppity.

bennerman

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Re: [WARLOCK] - Discussion and Suggestions
« Reply #1429 on: April 07, 2014, 06:10:47 pm »

Since I wanna feel useful, how about a large, slow creature made of meat that specialises in wrestling, punching, etc?

Edit: Going to bed, so I'll check in the morning

Edit 2: To specify, as "another undead unit", not a "controller". Since all units have specialties, I'd give it extra strength so it works as both a tank in combat, and a hauler
« Last Edit: April 07, 2014, 06:21:38 pm by bennerman »
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Meph

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Re: [WARLOCK] - Discussion and Suggestions
« Reply #1430 on: April 07, 2014, 07:14:32 pm »

More civ members are a problem, because graphics are tied to castes. I could maybe add a zombie (using ghoul graphics) or a lich (using skeleton graphics) but nothing fancy...
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blapnk

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Re: [WARLOCK] - Discussion and Suggestions
« Reply #1431 on: April 07, 2014, 10:26:44 pm »

I was going to suggest some kind of incorporeal undead but then those aren't going to work as civ members at all. Ghosts hauling stone? That's some useful poltergeist activity.
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Splint

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Re: [WARLOCK] - Discussion and Suggestions
« Reply #1432 on: April 07, 2014, 10:55:49 pm »

I was going to suggest some kind of incorporeal undead but then those aren't going to work as civ members at all. Ghosts hauling stone? That's some useful poltergeist activity.

Considering ghosts can rip people's limbs off if they're in a grumpy mood moving rocks is definitly something DF spirits could do.

If properly... Motivated. Say by a powerful warlock.

megahelmet

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Re: [WARLOCK] - Discussion and Suggestions
« Reply #1433 on: April 07, 2014, 11:28:17 pm »

"This script requires a job selected in the 'q' mode"

I get this bug once in a while where the Overlord's chamber or the inscriptor no longer works. Flat out doesnt work. Not even the little cloud of smoke. I see the error above in dfhack when I try to que up jobs. I'm not sure what sets it off, but once it happens nothing will work again. The only thing to do is reload till before it happened.

(I'm using 4i, right now as 4j is crashing a lot on me)
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Arcvasti

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Re: [WARLOCK] - Discussion and Suggestions
« Reply #1434 on: April 07, 2014, 11:57:56 pm »

"This script requires a job selected in the 'q' mode"

I get this bug once in a while where the Overlord's chamber or the inscriptor no longer works. Flat out doesnt work. Not even the little cloud of smoke. I see the error above in dfhack when I try to que up jobs. I'm not sure what sets it off, but once it happens nothing will work again. The only thing to do is reload till before it happened.

(I'm using 4i, right now as 4j is crashing a lot on me)

Never had that bug with 4i. I elevated an Overlord and got a skeleton to legendary with no hitches during my brief stint with it. 4j crashing a lot doesn't bode well, considering 4i has the game-breaking training bug and 4h lacks the spawnunit fix. As far as I can tell, most every Masterwork reaction that uses DFhack generates that error message. Or at least enough of them that my DFhack screen is full of the little things.

Also, the Portals don't work. At least, since the last time I tried them[In 4h] and I have little reason to believe that's changed much since. Also, when I ask my sorcerer to teleport a group of people from the red portal to the blue portal, he'll target them with the interaction and it'll say he's teleporting them from blue to red in the reports screen. The interactions and workshops might have been swapped by accident?
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Meph

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Re: [WARLOCK] - Discussion and Suggestions
« Reply #1435 on: April 08, 2014, 03:09:37 am »

Roses did some last minute changes (literally a few hours before the update) that changed the syntax for some thinhs... including teleporters and liquid spawning. Thats why both have slightly wrong raws, I didnt knew that those changed, when i put the new scripts in.
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Jaso11111

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Re: [WARLOCK] - Discussion and Suggestions
« Reply #1436 on: April 08, 2014, 12:14:01 pm »

Meph may i have permission to make a Warlock, tower designs thread? Warlocks have interesting designs, due to the skeletons and the LOS of the Pylons, so it would be interesting for people to share their Towers.
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Meph

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Re: [WARLOCK] - Discussion and Suggestions
« Reply #1437 on: April 08, 2014, 12:22:15 pm »

Sure, no permission needed. :)
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bennerman

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Re: [WARLOCK] - Discussion and Suggestions
« Reply #1438 on: April 08, 2014, 01:07:46 pm »

More civ members are a problem, because graphics are tied to castes. I could maybe add a zombie (using ghoul graphics) or a lich (using skeleton graphics) but nothing fancy...

Well what are you thinking for liches? Because I have the raws right in front of me :P. I mean, I think because they would be more intelligent, they should at least not have the opposed_to_life THEMSELVES, if you don't think they should be able to remove it from others. Because, I mean, you can use the soul of a KITTEN in a normal skeleton, but you'd need a powerful (and therefore sapient) soul for a lich.

Also, I was wondering if I could pm quickly with a mod idea I had? It's going to be a big one, and I don't wanna put in all that work if it won't be well received.
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Meph

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Re: [WARLOCK] - Discussion and Suggestions
« Reply #1439 on: April 08, 2014, 01:16:52 pm »

PM away. :)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
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