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Author Topic: The Plump Helmet Man Question  (Read 10423 times)

Max White

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Re: The Plump Helmet Man Question
« Reply #45 on: April 24, 2010, 07:33:22 pm »

Custom workshop called "compost heap".

Tinker Thinker

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Re: The Plump Helmet Man Question
« Reply #46 on: April 24, 2010, 08:06:26 pm »

Well, to be clear, fungi are absurdly omnivorous (Fungus Co. - If it's organic, we'll eat it). What tag setup would be best to get them to eat everything?
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Max White

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Re: The Plump Helmet Man Question
« Reply #47 on: April 24, 2010, 08:07:45 pm »

Well, to be clear, fungi are absurdly omnivorous (Fungus Co. - If it's organic, we'll eat it). What tag setup would be best to get them to eat everything?

Don't add a tag to define what they eat.

Boingboingsplat

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Re: The Plump Helmet Man Question
« Reply #48 on: April 29, 2010, 05:38:45 am »

Wait, if you make an edible playable race, doesn't that mean they'd go eat their friend's corpses once they die?
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Tinker Thinker

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Re: The Plump Helmet Man Question
« Reply #49 on: April 29, 2010, 02:19:44 pm »

I don't really intend to make mine edible. I don't think anyone would really want to eat a mobile mass of mold, a highly venomous plant with lots of sharp bits, or something harder than wood.

That said, you do have that particular issue with any edible race. I'm not sure the corpse can overpower edibility with grave requirements.

Hmm. I wonder if there's a special negative thought for the corpse of your comrade being consumed! (probably: not)
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Cheshire Cat

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Re: The Plump Helmet Man Question
« Reply #50 on: April 29, 2010, 04:54:05 pm »

this thread is full of win.

somehow between the dwarves nomming delicious sentient mushroom people and the idea of hostile fungus invaders, i got to thinking of a horde of princess peaches little toatstool men trying to mob mario with spears, and him going nuts with a meat cleaver and eating them all afterwards.

df gamewise, mushroom men sieges would make disposing of all the mess and bodies after a siege really easy. also, while i dont know about thallids, dungeons and dragons has allways had its myconids in the underdark, and in the current edition they have casts that throw thorns, act as fighters, scouts, loremasters, leaders, and scary psychic magic wielders.

also, the idea of the plump helmet men corrupting other creatures and turning them into more plump helmet men is awesome. i can imagine them planting themselves on a corpse and over time turning the remains into another of its kind... and spores that nest in the lungs and slowly cause your dwarves to mutate into yet another member of the fungus collective, with all sorts of behavioural craziness inbetween. too bad we cant mod that yet.
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darkflagrance

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Re: The Plump Helmet Man Question
« Reply #51 on: April 29, 2010, 04:56:36 pm »

Wait, if you make an edible playable race, doesn't that mean they'd go eat their friend's corpses once they die?

Gingerbreadman civ?

Well, to be clear, fungi are absurdly omnivorous (Fungus Co. - If it's organic, we'll eat it). What tag setup would be best to get them to eat everything?

Don't add a tag to define what they eat.

I thought you needed [BONECARN] to eat bones?
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Lancensis

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Re: The Plump Helmet Man Question
« Reply #52 on: April 29, 2010, 06:12:26 pm »

i got to thinking of a horde of princess peaches little toatstool men trying to mob mario with spears, and him going nuts with a meat cleaver and eating them all afterwards.

Did you see the Super Mario Brothers film too?
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Zombie

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Re: The Plump Helmet Man Question
« Reply #53 on: April 29, 2010, 11:06:30 pm »

Seriously, though... Can someone make PHM a domestic creature that dwarves can keep as pets? They should have wine for milk. Plump Helmet wine. Their bodies have no bones and are entirely edible. They also breed like cats.

It would only be cooler if you could actually tend a plump helmet plant for long enough to where it "fully matures" into a plump helmet man. This also insinuates that dwarves love eating fetal children of fungus-based races.
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turgidtoupee

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Re: The Plump Helmet Man Question
« Reply #54 on: April 30, 2010, 05:24:44 pm »

I added the pet tag, and tamed one. Then I was able to use it as a noble. Didn't work though, just got kicked off as soon as I exited.

ELABORATE
I wish to know if I can make any intelligent pets into nobles as well.
what does "got kicked off as soon as I exited" mean?

To elaborate, when I chose to replace any noble I'd see in the list "Plump Helmet Man (Tame)". I could make them a noble, but as soon as I exited the nobles screen, they were no longer a noble.
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madrain

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Re: The Plump Helmet Man Question
« Reply #55 on: May 24, 2010, 04:17:58 am »

Modding in PHM pets is a great idea.  Think I'd want mine to act more like dogs, so I could train them into WarPHM or huntingPHM.  But I dunno, them adopting dwarves instead of vice versa is so cute...
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Yelloq

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Re: The Plump Helmet Man Question
« Reply #56 on: May 24, 2010, 10:19:42 pm »

And then when the PHM dies, it's adopted owner consumes it's corpse. SO ADORABLE NOMNOMNOM.
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Akhier the Dragon hearted

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Re: The Plump Helmet Man Question
« Reply #57 on: May 24, 2010, 10:44:49 pm »

The thallids in magic the gathering in general had the ability where every upkeep you put a spore counter on them and you could remove 3 spore counters to make a saproling token along with an ability that had you sacrifice a saproling to do something. A few of them had ability's that affected all your thallids such as making it so you only need to remove 2 counters. Best used with doubling season.
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Coidzure Dreams

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Re: The Plump Helmet Man Question
« Reply #58 on: May 26, 2010, 05:48:01 pm »

Hmm. I wonder if there's a special negative thought for the corpse of your comrade being consumed! (probably: not)

Is a special burial technique.  Totally gotta grok each other, man.  ;)
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