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Author Topic: Expanding Good Regions- taking suggestions  (Read 11989 times)

than402

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Re: Expanding Good Regions- taking suggestions
« Reply #15 on: April 22, 2015, 04:15:59 am »

Okay, slight update here: I made some of the plants. Ten of them at this moment:

-2 grasses, Consciousness and Epiphany: each of them gives your grazing animals the ability to talk or to learn)

- Ambrosia and Nectar: brewable through special reactions I haven't written yet. Their wine will not only be extremely expensive, but it will also buff your dwarves, permanently if you're lucky. But they will be rare, farming them will take a long time and you might want to keep your military ready when you process them...

-Golden and Crystal vines: the Golden Vine grows in non freezing good regions, the Crystal Vine only grows in tundras, mountains and glaciers. They both produce really valuable cloth, but they are rare. Not as rare as Ambrosia and Nectar, but still you won't be seeing them every day

-Leatherleaf: another cloth producing plant with a twist: this one's cloth can only be made through special interactions. It's reasonably valuable, but what sets it apart from other cloths is that you can craft armor and shields out of it. It will be common, too

-Red Kudzu: a common, fast growing plant that can be eaten raw or cooked, or squished into soap and oil. Good for feeding your fort in the early game, but unexceptional otherwise

-Painter's Rose: a plant that gives a reasonably valuable wine and the game's most expensive wine. It will be somewhat uncommon, though

-Fey Nut Bush: you can make mead out of it, you can press it into sugar and its leaves can be cooked.

I'm still working on the frequencies, though

Once I tune them right, I'll be making some regional interactions.
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Dirst

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Re: Expanding Good Regions- taking suggestions
« Reply #16 on: April 22, 2015, 09:01:55 am »

-2 grasses, Consciousness and Epiphany: each of them gives your grazing animals the ability to talk or to learn)
You might have to tweak the EAT_SAPIENT_OTHER ethic to keep these animals on the menu.  In any case, it will have some awesome consequences once the game understands multi-species forts.

Bessie organizes a party at the +marble table+!
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

than402

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Re: Expanding Good Regions- taking suggestions
« Reply #17 on: April 22, 2015, 09:14:51 am »

-2 grasses, Consciousness and Epiphany: each of them gives your grazing animals the ability to talk or to learn)
You might have to tweak the EAT_SAPIENT_OTHER ethic to keep these animals on the menu.  In any case, it will have some awesome consequences once the game understands multi-species forts.

Bessie organizes a party at the +marble table+!

Messing with your meat industry is the whole point ;)

The grasses will be rare and I'm also gonna add some positive effect to counter the damage (maybe transform them into animal men loyal to you if they eat too much) but things taking a turn for the bizarre was my aim. After all, supernatural regions will be even more alien than thwy are now, and for every boon there will be a danger or a wtf moment.
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TheFlame52

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Re: Expanding Good Regions- taking suggestions
« Reply #18 on: April 22, 2015, 02:19:35 pm »

Bessie organizes a party at the +marble table+!

Propman

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Re: Expanding Good Regions- taking suggestions
« Reply #19 on: April 22, 2015, 11:23:04 pm »

thank you for your suggestions, Naryar.

the healing mists might be tricky (the only way I can think of would be creature transformation, and that may result in a million pop ups about goblins and dwarves transforming). now, stuff for the evil regions never crossed my mind but now that you mention it I really wanna do it. And you know what would be a great unseelie megabeast?


One way to simulating healing without transforming creatures outright is to temporarily increase their recuperation rate. Using an object from one of my mods as an example:

Code: [Select]
[PLANT:CANDY_HEART_F]
[NAME:heart candy]
[NAME_PLURAL:heart candies]
[ADJ:candy]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:CANDY_TEMPLATE]
[MATERIAL_VALUE:25]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[SYNDROME]
[SYN_NAME:Benevolence of the Heart]
[SYN_CLASS:POWERUP_TOHO]
[CE_FLASH_TILE:TILE:2:6:0:1:FREQUENCY:120:60:START:0:END:100]
[CE_FLASH_TILE:TILE:3:4:0:1:FREQUENCY:120:60:START:100:END:32400]
[CE_FLASH_TILE:TILE:2:7:0:1:FREQUENCY:120:60:START:32400:END:33600]
[CE_PHYS_ATT_CHANGE:RECUPERATION:1000:0:DISEASE_RESISTANCE:1000:0:START:0:END:33600]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:3]
[PICKED_COLOR:5:0:0]
[PREFSTRING:sweetness]

This particular food increases recuperation and disease resistance tenfold, making the lucky consumer far less likely to die from situations like bleeding out or suffering an infection, lasting for about one in-game month in fortress mode. These properties can be applied to an inhaled mist as well for a similar effect. The tile flashing is likely something you don't want for a weather "power-up", and is simply used here to make it easier to tell whether the candy activated or not.

Code: [Select]
[PLANT:4LEAF_CLOVER_F]
[NAME:four-leafed clover]
[NAME_PLURAL:four-leafed clovers]
[ADJ:clover]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:100]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[EDIBLE_RAW]
[SYNDROME]
[SYN_INGESTED]
[SYN_NAME:Luck of the Four-Leafed Clover]
[SYN_CLASS:POWERUP_GENERAL]
CE_FLASH_TILE:TILE:2:6:0:1:FREQUENCY:120:60:START:0:END:100
CE_FLASH_TILE:TILE:2:7:0:1:FREQUENCY:120:60:START:32400:END:33600
[CE_SKILL_ROLL_ADJUST:PERC:1000:PERC_ON:20:START:0:END:33600]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:5][PICKED_COLOR:2:0:0]
[GRASS]
[GRASS_TILES:5]
[DRY][BIOME:NOT_FREEZING]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:spring green dye]
[STATE_COLOR:ALL_SOLID:SPRING_GREEN]
[DISPLAY_COLOR:2:0:0]
[MATERIAL_VALUE:20]
[POWDER_DYE:SPRING_GREEN]
[PREFIX:NONE]
[MILL:LOCAL_PLANT_MAT:MILL]
[SPRING][SUMMER][AUTUMN]
[FREQUENCY:1]
[CLUSTERSIZE:1]
[GOOD]
[PREFSTRING:clubbed leaves]
[PREFSTRING:luck]

And a freebie (if you want): a grass that upon consumption, gives a temporary bout of luck! Not normally harvestable, but these plants should grow infrequently in most good regions as a contrast to the bubble bulbs. Who knows, it might be the difference between your war elephant defeating a goblin lasher! Good luck with your mod: I have a certain fondness for the fae, if I say so myself.
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Quote from: from Pathos on April 07, 2010, 08:29:05 pm »
( It was inevitable, really. )

than402

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Re: Expanding Good Regions- taking suggestions
« Reply #20 on: April 23, 2015, 03:28:04 am »

thanks, Propman. The four leaf clover will fit perfectly with the theme of the mod.
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Dwarf4Explosives

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Re: Expanding Good Regions- taking suggestions
« Reply #21 on: April 23, 2015, 11:49:16 am »

I'd like to make some suggestions, but the only thing I can think of is that most noble of creatures, the Flumph.
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And yet another bit of proof that RNG is toying with us. We do 1984, it does animal farm
...why do your hydras have two more heads than mine? 
Does that mean male hydras... oh god dammit.

arbarbonif

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Re: Expanding Good Regions- taking suggestions
« Reply #22 on: April 24, 2015, 11:23:29 am »

Can you make an interaction that creates non-opposed to life undead?  So you butcher your yak and then you get yak hair wandering around poking its follicle into stuff, but not trying to kill your dwarves.
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than402

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Re: Expanding Good Regions- taking suggestions
« Reply #23 on: April 24, 2015, 11:26:50 am »

Not sure. I believe undead are hardcoded.
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Dirst

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Re: Expanding Good Regions- taking suggestions
« Reply #24 on: April 24, 2015, 12:30:10 pm »

Not sure. I believe undead are hardcoded.
The example regional interaction that comes with the game explicitly adds the OPPOSED_TO_LIFE tag.  Might be able to leave that out in a good region version and get relatively harmless undead.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

than402

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Re: Expanding Good Regions- taking suggestions
« Reply #25 on: April 24, 2015, 12:42:59 pm »

yeah, but undead in a good region seem a bit out of place, don't you think?
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Dirst

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Re: Expanding Good Regions- taking suggestions
« Reply #26 on: April 24, 2015, 12:50:21 pm »

yeah, but undead in a good region seem a bit out of place, don't you think?
 

But you're probably right that it wouldn't fit with the other stuff you're doing.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

than402

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Re: Expanding Good Regions- taking suggestions
« Reply #27 on: April 24, 2015, 05:53:19 pm »

does anyone know why I get this errorlog?

undefined local creature material set to default: FAIRY_SEELE CHEESE

here are the seele fairies

Spoiler (click to show/hide)
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arbarbonif

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Re: Expanding Good Regions- taking suggestions
« Reply #28 on: April 25, 2015, 03:47:32 am »

yeah, but undead in a good region seem a bit out of place, don't you think?
Think of them as re-alive instead of undead...  Marketing!
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Meph

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Re: Expanding Good Regions- taking suggestions
« Reply #29 on: April 25, 2015, 04:22:27 am »

I'd stick with random resurrection of civ-members, everything else gets confusing or too close to evil regions.

You can also insta-kill all undeads with regional interactions, for example if a necromancer attacks you, his army instantly dies, because it enters a good region.
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