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Author Topic: Undead/Viral Mod?  (Read 4523 times)

Kagus

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Re: Undead/Viral Mod?
« Reply #30 on: May 21, 2008, 02:26:00 pm »

Oh, sure, usable junk heaps that are fine for your first five warriors, but then they just keep piling up and piling up only now they're filling your usable armor stockpiles and pushing out the alright stuff.  No, I'm gonna stick with the "Night of the Naked Dead", thank you very much.

Surma

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Re: Undead/Viral Mod?
« Reply #31 on: May 21, 2008, 03:08:00 pm »

quote:
Originally posted by Kagus:
<STRONG>... "Night of the Naked Dead"</STRONG>

I smell a porno-remake!  :p

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Greiger

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Re: Undead/Viral Mod?
« Reply #32 on: May 21, 2008, 04:03:00 pm »

Hmm zombie hoarde mod sounds spiffy.  It would also sorta kinda-ish put ruins back in the game.

We remember those right?  Those places you would raid for loot and hope to Armok you don't encounter more than three skeletons at once or you would be torn to shreds?  And that's ignoring the skeletal bowmasters hanging out sniping at you from half the map away on top of a pyramid.  

Those were fun(both in the losing way and standard) and I miss them.

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Kagus

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Re: Undead/Viral Mod?
« Reply #33 on: May 21, 2008, 04:26:00 pm »

Yes, well, they're coming back.  And speaking of skeletons, I've made those too. But they're much less polished than zombies (which seems kinda strange, since bone is far easier to polish than rotting flesh.  It just comes away in strips and clogs the polishing wheel) since you can't get something to "really" act like it's made out of bone.  It's slightly possible to work around the chunks problem, but getting a proper ITEMCORPSE can be a nightmare.

Actually, I just thought of a way to do it.  A bit hacky, but it would serve its purpose.  In any case, this is a zombie mod, not a full-scale undead mod.  Unless, of course, ye olde voting majority says otherwise...

Apegrape

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Re: Undead/Viral Mod?
« Reply #34 on: May 22, 2008, 06:23:00 am »

IF they are going to bash things, they gotta do it really slowly at least.
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Areyar

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Re: Undead/Viral Mod?
« Reply #35 on: May 22, 2008, 07:08:00 am »

I really like where this is going.  :D

--
What about the viral part of the idea though?

It would be so cool if dwarfs got sick by getting bitten by a zombie and when they die, their corpse turns into a zombie...right there in the hospital.

...Probably not posible right?

...Unless you mod the way all corpses behave.
...while rotting, it is converted into a zombie (or after rotting, a skeleton)
though keeping track of lost limbs etc (for continuity) is probably not in the realm of the possible right now.
...also clothes: no way to force a creature to put on clothes of a dead one probably.
::This would be so awesome in terrifying/haunted biomes!::
-Always get a chance of corpses rising. A good reason to have sturdy doors on the tombs and some honour guards.  :D

Without involving dying and reanimating corpses:
-Can dwarves be forced to go insane? (by being bitten?)  
-Can dwarves (or other creatures) characteristics be changed while inside the game?

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Deon

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Re: Undead/Viral Mod?
« Reply #36 on: May 22, 2008, 11:02:00 am »

quote:
but getting a proper ITEMCORPSE can be a nightmare

Just make them to become an ash, or bone skull, or anything.

Areyar: the things you speak of are fiction, we don't have access to the code, just to parameters of the things included, so we can make something additional pus change something existing but in the volume the Toady gave to us.

About viral infection - read my 1st post in this thread:  

quote:
I think this idea will become much more fun when the DF gets "deseases" upgrade.
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Areyar

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Re: Undead/Viral Mod?
« Reply #37 on: May 22, 2008, 11:39:00 am »

Yeah, I was afraid most of those things would not be possible.
But maybe in future, when the basic code is a bit more mature.

Can't just surrender hope, maybe Toady will enable/allow more in-depth modding if he's enthused enough by grand ambitious mod-ideas.   :D

Has toady made any comments on the future of modding in DF?
About plans for scripting and such.

edit: searching to find answer to my Q...
powergoal 11 : ghost town, zombies in destroyed towns.
bloat-powergoal 92: undead rise during siege.

[ May 22, 2008: Message edited by: Areyar ]

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Deon

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Re: Undead/Viral Mod?
« Reply #38 on: May 22, 2008, 12:48:00 pm »

I don't think Toady will make it in near future, and before adding more options it would be great to organize the current raw files because for now different object types have very different tags even if they could use the same ones (by common sense), also there're some great bugs like with plants/animals reactions.
Anyway I think it'll be not earlier than the interface arc, because it seems fitting there.

[ May 22, 2008: Message edited by: Deon ]

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Kagus

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Re: Undead/Viral Mod?
« Reply #39 on: May 22, 2008, 01:25:00 pm »

This is why I made a request for more raw files in the Top3 thread.  


As for skeletons, having them leave behind a skull would lead to some strangeness when you kill one by beheading it.  Same goes for any other specific bodypart.

One possible solution would be making a new stone type that doesn't appear naturally, and essentially just making it a "prop" stone, called "mass of bones" or something similar.  But that would lead to weirdness with stone stockpiles.

Apegrape

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Re: Undead/Viral Mod?
« Reply #40 on: May 22, 2008, 01:30:00 pm »

That would have been awesome for lots of weak skeletons just flooding you. Heaps of generic "bones" at your entrance? Hell yeah! (Can you make them drop something else than stones?)
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Kagus

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Re: Undead/Viral Mod?
« Reply #41 on: May 22, 2008, 01:51:00 pm »

I can make them drop anything, the problem is finding something that seems fitting.  ITEMCORPSE determines what the creature's corpse will be, and can be set to just about anything in the game.  I can't make living creatures, however.  The most that might be possible would be small vermin-type creatures, since they're handled differently than "real" creatures.

Areyar

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Re: Undead/Viral Mod?
« Reply #42 on: May 22, 2008, 02:18:00 pm »

quote:
Originally posted by Apegrape:
<STRONG>...Can you make them drop something else than stones?...</STRONG>

How about dragon's teeth?
(Jason and the Argonauts reference)
Or was it hydra teeth?
... By the teats of Armok!   :D

[ May 22, 2008: Message edited by: Areyar ]

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Earthquake Damage

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Re: Undead/Viral Mod?
« Reply #43 on: May 22, 2008, 03:04:00 pm »

I have to say, I love the idea of burning the zombie hordes.  Bolts with HEAT damage FTW (esp. since you may inadvertently set the whole fort ablaze).

Also, there's one thing I love about the BABYSNATCHER tag that has not been separated from the actual baby-snatching behavior:  Ambushes.  At least I'm pretty sure that's related to that tag, since kobolds don't do it (they have AMBUSHER or whatever, so they send groups of bowmen instead of sieging).  While stealth zombies seems pretty retarded, an ambush doesn't prevent caravans from entering the map.  Sieges do.


I think it'll be interesting to see how a zombie civ might be balanced for world gen in the next version.  It'd be very easy for them to conquer the world every time.  I suppose one solution would be to set the max number of zombie civs to 1, so the sheer number of other civs prevents them from destroying everything.


While I agree with the clutter worries, I think bones and skulls are pretty much a necessity for zombies (and skeletons, too, though until Toady adds a [SKELETON] tag for creatures, we have to add [NOSMELLYROT] to skellies and wait for them to decay into bones).  Besides, where else will you get your zombie-slaying ammunition if you can't use their bones?

[ May 22, 2008: Message edited by: Earthquake Damage ]

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Deon

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Re: Undead/Viral Mod?
« Reply #44 on: May 22, 2008, 05:02:00 pm »

Toady already added the [SKELETON] tag, it marks the organs which stay for skeletal undead.
Also burning or heat damage can't actually make anything ablaze. It's just a type of damage.

About "mass of bones", Sean has already done this and there's a thread about it in modding forums.

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