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Author Topic: Dragon Age Fortress 0.44.02 (wip)  (Read 1418 times)

Teirdalin

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Dragon Age Fortress 0.44.02 (wip)
« on: December 11, 2017, 02:59:21 am »

So I'm starting a Dragon Age mod since the only other one I really seen around was from 2011; and I haven't made a mod personally for years now for DF and kinda miss it.  I wanted to make something for 0.44.02 since I've been having quite a lot of fun messing around getting older mods to run on it. (Yay for raids).   Graphics are going to be so annoying to get setup- but it will absolutely need it.

Ideas so far:

____----Humans----____

Spoiler (click to show/hide)

____----Qunari----____

Spoiler (click to show/hide)

____----Elves----____

Spoiler (click to show/hide)

___---Dwarves---___

Spoiler (click to show/hide)

___---Darkspawn---___

Spoiler (click to show/hide)



__________---Creatures---____________

Spoiler (click to show/hide)



-Update Log-
*12:29am- Dec 11, 2017
Quote
Guessing the first thing I should work on doing is making the basic darkspawn, broodmothers, and mabari, then move onto setting up the several human groups; then make elves less garbage before moving onto dwarves as they'll probably be the more complex of the bunch of basics.   I'm thinking I should use DA1 Genlock as they look absolutely stupid in DA2 and DA:I- although definitely more of a threat in those games.   Perhaps a whole different sub caste called Genlock Brutes.

*4:22am- Dec 12, 2017
Quote
Hurlocks castes of Darkspawn are working and filling up the underground; and are pretty brutal currently, might need to tweak them a bit more later, then again you really don't want to be facing the darkspawn unprepared.

*6:26am- Dec 12, 2017
Quote
Darkspawn blood is coming along, still working on tweaking it and making the ghoul versions of the races.



« Last Edit: December 12, 2017, 09:29:23 am by Teirdalin »
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Teirdalin

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Re: Dragon Age Fortress 0.44.02 (Idea Currently, mostly)
« Reply #1 on: December 12, 2017, 07:22:55 am »

Anyone got an idea on how I could make a blood which when gets ingested or contacts another creatures bloodstream converts them over the course of say, a day into an appropriate caste of darkspawn to their race?

For example, a human getting infected with darkspawn taint becoming a human ghoul caste of the darkspawn?
Or perhaps if I could somehow keep the human as it is-  appearance and all, but instead have them become friendly to darkspawn and nothing else while also able to spread the darkspawn taint around via their blood and saliva? Can ghouls even spread the taint via bites- I would highly assume so, but I'd expect a lot more ghoul outbreaks if that was the case.
« Last Edit: December 12, 2017, 07:27:29 am by Teirdalin »
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MachinaMandala

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Re: Dragon Age Fortress 0.44.02 (wip)
« Reply #2 on: December 12, 2017, 08:06:56 am »

Templar, to me, is probably a Secret-interaction (like Necromancer) whereas Mage is probably a caste like you say.

On the blood thing, it's a matter of changing their blood into a syndrome-carrier that does a transformation.

There's several steps to this bit:
1. Learn how to change tissues.
2. Learn how to create syndromes
3. Work out transformation syndromes.

So, if we look at the Giant cave spider raw, we see:

Code: [Select]
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen giant cave spider venom]
[STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]
[STATE_NAME:LIQUID:giant cave spider venom]
[STATE_ADJ:LIQUID:giant cave spider venom]
[STATE_NAME:GAS:boiling giant cave spider venom]
[STATE_ADJ:GAS:boiling giant cave spider venom]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:giant cave spider bite]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:SPIDER_CAVE_GIANT:ALL]
[SYN_INJECTED]
[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]

If we change this a bit:

Code: [Select]
[USE_MATERIAL_TEMPLATE:BLOOD:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen tainted blood]
[STATE_ADJ:ALL_SOLID:frozen tainted blood]
[STATE_NAME:LIQUID:tainted blood]
[STATE_ADJ:LIQUID:tainted blood]
[STATE_NAME:GAS:boiling tainted blood]
[STATE_ADJ:GAS:boiling tainted blood]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:tainted blood]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INJECTED][SYN_CONTACT]

Now we've got our starting set up for "tainted blood".

Code: [Select]
[USE_MATERIAL_TEMPLATE:BLOOD:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen tainted blood]
[STATE_ADJ:ALL_SOLID:frozen tainted blood]
[STATE_NAME:LIQUID:tainted blood]
[STATE_ADJ:LIQUID:tainted blood]
[STATE_NAME:GAS:boiling tainted blood]
[STATE_ADJ:GAS:boiling tainted blood]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:tainted blood]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INJECTED][SYN_CONTACT]
[CE_BODY_TRANSFORMATION:PROB:100:START:10:CE:CREATURE:TAINTED:GHOUL]

This should (if I've done it right) transform anything that comes into contact with the blood into a ghoul. BUT, in Dragon Age Taint affects different races different so...

Code: [Select]
[USE_MATERIAL_TEMPLATE:BLOOD:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen tainted blood]
[STATE_ADJ:ALL_SOLID:frozen tainted blood]
[STATE_NAME:LIQUID:tainted blood]
[STATE_ADJ:LIQUID:tainted blood]
[STATE_NAME:GAS:boiling tainted blood]
[STATE_ADJ:GAS:boiling tainted blood]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:tainted blood]
[SYN_AFFECTED_CREATURE:HUMAN:ALL]
[SYN_INJECTED][SYN_CONTACT]
[CE_BODY_TRANSFORMATION:PROB:100:START:10:CE:CREATURE:TAINTED:GHOUL_HUMAN]
[SYNDROME]
[SYN_NAME:tainted blood]
[SYN_AFFECTED_CREATURE:ELF:ALL]
[SYN_INJECTED][SYN_CONTACT]
[CE_BODY_TRANSFORMATION:PROB:100:START:10:CE:CREATURE:TAINTED:GHOUL_ELF]
[SYNDROME]
[SYN_NAME:tainted blood]
[SYN_AFFECTED_CREATURE:DWARF:ALL]
[SYN_INJECTED][SYN_CONTACT]
[CE_BODY_TRANSFORMATION:PROB:100:START:10:CE:CREATURE:TAINTED:GHOUL_DWARF]

We have to make ghouls affected by this syndrome, too, otherwise they'll rapidly switch in and out of ghoul state (which is crappy).

But now we come across another problem! What about the rare chance that a female becomes a broodmother? Well, we need more transformations but we also need to make them immune to the ghoul transformation, so what we do is add in syn classes and make the broodmothers immune to them (we also have to make the ghouls able to transform into broodmothers):

Code: [Select]
[USE_MATERIAL_TEMPLATE:BLOOD:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen tainted blood]
[STATE_ADJ:ALL_SOLID:frozen tainted blood]
[STATE_NAME:LIQUID:tainted blood]
[STATE_ADJ:LIQUID:tainted blood]
[STATE_NAME:GAS:boiling tainted blood]
[STATE_ADJ:GAS:boiling tainted blood]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:tainted blood]
[SYN_AFFECTED_CREATURE:HUMAN:ALL]
[SYN_AFFECTED_CREATURE:TAINTED:GHOUL_HUMAN]
[SYN_INJECTED][SYN_CONTACT]
[SYN_CLASS:GHOUL]
[SYN_IMMUNE_CREATURE:BROODMOTHER_HURLOCK]
[CE_BODY_TRANSFORMATION:PROB:100:START:10:CE:CREATURE:TAINTED:GHOUL_HUMAN]
[SYNDROME]
[SYN_NAME:tainted blood]
[SYN_AFFECTED_CREATURE:ELF:ALL]
[SYN_AFFECTED_CREATURE:TAINTED:GHOUL_ELF]
[SYN_INJECTED][SYN_CONTACT]
[SYN_CLASS:GHOUL]
[SYN_IMMUNE_CREATURE:BROODMOTHER_SHRIEKER]
[CE_BODY_TRANSFORMATION:PROB:100:START:10:CE:CREATURE:TAINTED:GHOUL_ELF]
[SYNDROME]
[SYN_NAME:tainted blood]
[SYN_AFFECTED_CREATURE:DWARF:ALL]
[SYN_AFFECTED_CREATURE:TAINTED:GHOUL_DWARF]
[SYN_INJECTED][SYN_CONTACT]
[SYN_CLASS:GHOUL]
[SYN_IMMUNE_CREATURE:BROODMOTHER_GENLOCK]
[CE_BODY_TRANSFORMATION:PROB:100:START:10:CE:CREATURE:TAINTED:GHOUL_DWARF]
[SYNDROME]
[SYN_NAME:tainted blood]
[SYN_AFFECTED_CREATURE:HUMAN:FEMALE]
[SYN_AFFECTED_CREATURE:TAINTED:GHOUL_DWARF]
[SYN_INJECTED][SYN_CONTACT]
[SYN_CLASS:BROODMOTHER]
[CE_BODY_TRANSFORMATION:PROB:100:START:10:CE:CREATURE:TAINTED:BROODMOTHER_HURLOCK]
[SYNDROME]
[SYN_NAME:tainted blood]
[SYN_AFFECTED_CREATURE:ELF:FEMALE]
[SYN_AFFECTED_CREATURE:TAINTED:GHOUL_DWARF]
[SYN_INJECTED][SYN_CONTACT]
[SYN_CLASS:BROODMOTHER]
[CE_BODY_TRANSFORMATION:PROB:100:START:10:CE:CREATURE:TAINTED:BROODMOTHER_SHRIEK]
[SYNDROME]
[SYN_NAME:tainted blood]
[SYN_AFFECTED_CREATURE:DWARF:FEMALE]
[SYN_AFFECTED_CREATURE:TAINTED:GHOUL_DWARF]
[SYN_INJECTED][SYN_CONTACT]
[SYN_CLASS:BROODMOTHER]
[CE_BODY_TRANSFORMATION:PROB:100:START:10:CE:CREATURE:TAINTED:BROODMOTHER_GENLOCK]

As you can see, with this we end up with a series of syndromes that allow for a transformation. You should probably also gender differentiate them for the sake of it, but otherwise this will work.

Another option is to make the affected creatures similar to the Animated dead in default DF, but I think that's less worthwhile.

Come join the Bay12Games Discord ( https://discord.gg/dfeSEVX ) if you're interested in learning more about modding. We've got ZM5 in there and he's forgotten more about modding in this game than I've managed to learn.
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Teirdalin

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Re: Dragon Age Fortress 0.44.02 (wip)
« Reply #3 on: December 12, 2017, 08:40:12 am »

When you say:
         [CE_BODY_TRANSFORMATION:PROB:100:START:10:CE:CREATURE:TAINTED:GHOUL_DWARF]

for CREATURE:TAINTED:GHOUL_DWARF

I'm guessing TAINTED:GHOUL_DWARF would be the creature ID then the caste?
If so, all of what you posted is exactly what I needed,  thanks a lot MachinaMandala.

Not entirely sure exactly how I want the broodmothers being made yet,  I think it should be done via a building instead as it is a pretty big process; they need to be fed tainted meat and whatnot for a while- I can't remember exactly but I think that one dwarf in DA1 said it took a week or was it a month?   So perhaps a 'tamed' ghoul female can be converted via a reaction.

Plus,  Broodmothers aren't mobile so we don't really want them being converted just anywhere.  lol
Maybe I could just make broodmothers themselves 3x3 buildings.
Broodmother Den>
"Create Human Broodmother"
"Create Dwarf Broodmother"
"Create Elf Broodmother"

But then that brings the problem of actually bringing the ghouls over to the building as a means of paying the cost; perhaps I could have ghouls be converted into an item form somehow.  Maybe a building that can be used to turn a ghoul item into a ghoul and vice versa destroying the ghoul but leaving an item just as a workaround to this.

Do you suppose this would essentially work?

Spoiler (click to show/hide)
If I toss a male and female caste to each ghoul racial caste?

Also will look into secret_interaction stuff. 

Would the way that's setup cause people who just get some blood splattered on them to convert?  Or only if it enters their blood?   Rather not have everyone in a battle just suddenly get ghoulified or someone who walks over some barefoot. lol
« Last Edit: December 12, 2017, 09:11:43 am by Teirdalin »
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MachinaMandala

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Re: Dragon Age Fortress 0.44.02 (wip)
« Reply #4 on: December 12, 2017, 09:08:25 am »

Yep! You've hit almost everything on the head.

Only problem I can see is that male / female are castes, so it'd be something like:

[SYN_AFFECTED_CREATURE:HUMAN:MALE] (since most creatures in DF aren't complicated enough to have long castes, this is the MALE caste of the HUMAN creature)
[SYN_AFFECTED_CREATURE:DARKSPAWN:GHOUL_HUMAN_MALE]
[CE_BODY_TRANSFORMATION:PROB:100:START:10:CE:CREATURE:DARKSPAWN:GHOUL_HUMAN_MALE] (note the changing of the last colon into a _)
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Teirdalin

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Re: Dragon Age Fortress 0.44.02 (wip)
« Reply #5 on: December 12, 2017, 09:15:52 am »

Yep! You've hit almost everything on the head.

Only problem I can see is that male / female are castes, so it'd be something like:

[SYN_AFFECTED_CREATURE:HUMAN:MALE] (since most creatures in DF aren't complicated enough to have long castes, this is the MALE caste of the HUMAN creature)
[SYN_AFFECTED_CREATURE:DARKSPAWN:GHOUL_HUMAN_MALE]
[CE_BODY_TRANSFORMATION:PROB:100:START:10:CE:CREATURE:DARKSPAWN:GHOUL_HUMAN_MALE] (note the changing of the last colon into a _)

Figured too much casteception wouldn't work. lol

Edited in a couple things to the end of the post above.   But anyways, any ideas how to make grey warden castes be immune?  Or perhaps Grey wardens could be a syndrome in itself as to not make people have to be transformed when becoming one- unless castes of same race are easy enough to transfer into without losing the individuals meta-data, hmm.

Want to be able to have the awesome warriors who survive the joining to still be awesome warriors- and to not have their features and everything reset. lol

I really shouldn't worry about wardens right now though till I get them started.
« Last Edit: December 12, 2017, 09:19:14 am by Teirdalin »
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MachinaMandala

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Re: Dragon Age Fortress 0.44.02 (wip)
« Reply #6 on: December 12, 2017, 09:28:43 am »

For Gray Wardens, it'd be something similar to how necromancers currently are:

Code: [Select]
[SYNDROME]
[CE_DISPLAY_NAME:NAME:gray warden:gray warden:gray warden:START:0]
[SYN_CLASS:GRAY_WARDEN]

Then you'd have to add [IMMUNE_SYN_CLASS:GRAY_WARDEN] to all the taint syndrome classes.
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Teirdalin

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Re: Dragon Age Fortress 0.44.02 (wip)
« Reply #7 on: December 12, 2017, 09:31:19 am »

For Gray Wardens, it'd be something similar to how necromancers currently are:

Code: [Select]
[SYNDROME]
[CE_DISPLAY_NAME:NAME:gray warden:gray warden:gray warden:START:0]
[SYN_CLASS:GRAY_WARDEN]

Then you'd have to add [IMMUNE_SYN_CLASS:GRAY_WARDEN] to all the taint syndrome classes.

Ah thanks!  I was looking for the term "UNAFFECTED",  didn't expect them to go with immune. lol

By the way, any ideas on how to make the hurlocks a bit more aggressive to other sentient races- without them going after every animal they see?  I'm figuring also that LARGE_PEDATOR probably isn't the best token to use for this type of thing. lol

Also, by syn classes do you mean like:

         [SYNDROME]
            [SYN_NAME:darkspawn blood]
            [IMMUNE_SYN_CLASS:GRAY_WARDEN]
            [SYN_AFFECTED_CREATURE:HUMAN:MALE]
            [SYN_AFFECTED_CREATURE:DARKSPAWN:GHOUL_HUMAN]
            [SYN_INJECTED][SYN_CONTACT]
            [SYN_CLASS:GHOULMALE]
            [CE_BODY_TRANSFORMATION:PROB:100:START:10:CE:CREATURE:DARKSPAWN:GHOUL_HUMAN_MALE]

Darkspawn raw so far-
Spoiler (click to show/hide)


Although they don't seem to like fighting humans in arena, do you suppose they'd fight in actual fortress mode due to utterances?  Or perhaps that'd just be for DS civs.

Also I hear Darkspawn cannot swim; so would that mean SWIM_SPEED would be 0 or is there a way to just prevent them entirely from having the ability to swim or should I just remove the swimming gaits?
« Last Edit: December 12, 2017, 09:55:21 am by Teirdalin »
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MachinaMandala

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Re: Dragon Age Fortress 0.44.02 (wip)
« Reply #8 on: December 12, 2017, 01:47:31 pm »

Syndromes
Spot on the mark there, I think!

Swimming
Lack of swimming would be: [SKILL_LEARN_RATE:SWIMMING:0] in the creature file, which would cause them to drown any time they enter water.

You can also change their swimming gait to: [APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] which would make them swim at 1kph. Combine these and they'll always drown if they fall into water.

Aggressiveness
Have you got the lethality set to the right one and are you sure they're not on the same "team" (on the creature creation screen there's a numbered and coloured indicator for teams)? If they're on the same team they won't fight.
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Teirdalin

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Re: Dragon Age Fortress 0.44.02 (wip)
« Reply #9 on: December 12, 2017, 02:01:57 pm »

Have them set on independent which I think should work, and encounter.
They seem to just want to hang out and be friends.



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MachinaMandala

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Re: Dragon Age Fortress 0.44.02 (wip)
« Reply #10 on: December 12, 2017, 02:07:29 pm »

Yeah, encounter is too low of a level of conflict. Lethal / No Quarter is more realistic.
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Teirdalin

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Re: Dragon Age Fortress 0.44.02 (wip)
« Reply #11 on: December 12, 2017, 02:10:13 pm »

Would they still properly fight if encountered in the caves though? 

I know for things like a giant lion they still engage in combat on encounter, so not sure why I can't seem to get them to at least try fighting with Hurlocks.
« Last Edit: December 12, 2017, 02:12:07 pm by Teirdalin »
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MachinaMandala

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Re: Dragon Age Fortress 0.44.02 (wip)
« Reply #12 on: December 12, 2017, 04:32:51 pm »

Would they still properly fight if encountered in the caves though? 

I know for things like a giant lion they still engage in combat on encounter, so not sure why I can't seem to get them to at least try fighting with Hurlocks.

Well, the problem is that it's a 50/50 with underground civs, if I understand it right. It depends if you've got to war with them or not. Give them [BABYSNATCHER] or something similar and it should be fine.

Giant lions are unthinking [LARGE_PREDATOR]s, so their AI is different.
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Teirdalin

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Re: Dragon Age Fortress 0.44.02 (wip)
« Reply #13 on: December 13, 2017, 04:27:24 am »

Guessing utterances is good enough, babysnatcher does sound like it'd fit but it seems that causes the snatched babies to grow up and join the races civ;  which would be perfect if only it turned them into ghouls. lol

There is a lot of fun entity tokens to give them though.

Maybe a workaround for bringing ghouls to the broodmother pit could be to use EXTRA_BUTCHER_OBJECT to cause the ghouls to drop an item like "Unconscious Ghoul" or something with EBO_ITEM and EBO_SHAPE.
If that would even work.
« Last Edit: December 13, 2017, 04:46:14 am by Teirdalin »
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MachinaMandala

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Re: Dragon Age Fortress 0.44.02 (wip)
« Reply #14 on: December 13, 2017, 06:53:02 am »

You'd probably be better off having ghouls just be raisable by the broodmother like a necromancer interaction with a transformation instead.
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