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Author Topic: Goblin Fortress  (Read 33414 times)

RAKninja

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Re: goblin fortress
« Reply #60 on: August 11, 2011, 04:02:55 am »

you could always build the master's (lord's, law-giver's, whatever it feels like calling itself) room at the top of your tower, with only an exterior entrance, and pray your clown boss is a flyer...

well, the idea of non-clown is so that snatched children might end up immigrating.  i'm not even sure i can make a clown-boss immigrate-able.
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Goblin Fortress (NOW UPDATED FOR 34.02!
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franti

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Re: goblin fortress
« Reply #61 on: August 11, 2011, 12:37:28 pm »

What are you talking about? I would love to have a giant Zinc mosquito-humanoid overlord with a poisonous bite. That'd be epic. I wish you COULD mod in clown lords.
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RAKninja

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Re: goblin fortress
« Reply #62 on: August 11, 2011, 03:08:44 pm »

What are you talking about? I would love to have a giant Zinc mosquito-humanoid overlord with a poisonous bite. That'd be epic. I wish you COULD mod in clown lords.
but having one with deadly dust or secretions would be less awesome.

clown lord immigrates - the tower is dead in a month.  a little TOO much !!fun!!.

anyone know offhand where the variable positions are stored?  i might just give it a try.  after all, you're not guaranteed a clown lord, nor are you guaranteed that clown's abilities.
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astianax

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Re: goblin fortress
« Reply #63 on: August 11, 2011, 05:04:48 pm »

i don't know where they're stored, been wondering myself. i'm guessing it's hardcoded in somewhere, at least the positions you can get from the [VARIABLE_POSITIONS:ALL] on both humans and goblins, which i know is where they get law-givers, masters, and whatnots from

once i finish this test embark, making sure the new stuff works with lfr, and playing around with the new lfr ritual tree, i think i'm gonna gen a world and play as a goblin civ with a clown master/law-giver/what-have-you just to see how it plays out. i think you said that currently there's no way to get them to come for a visit? i generally go through legends on every embark, to see what goblin/lizardman/human civs have (or had) a clown lord, and track 'em down to make sure i build a fort near at least one...preferrably more, if i can
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RAKninja

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Re: goblin fortress
« Reply #64 on: August 11, 2011, 06:12:11 pm »

i was thinking they might be hardcoded, but i thought i'd ask anyway.

if that is the case, than i'd have to make a new position... a new monarch.  i'm not sure if i'd be able to give it a random title (live variable positions does with law giver, master, etc).  if i replace variable positions with this monarch, i feel i'd be taking something away as well as adding something.

on the other hand, i might be able to make a position subordinate to the variable position leader, allow all races (i think this allows clowns as well, not sure), and have THAT be immigratable.

i also didnt get around to that new worldgen test for sub-citizen trolls.  got distracted talking to some old friends.  i'll try to monkey around with it tonight, but i plan on playing my actual dwarf fort a bit today.
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Goblin Fortress (NOW UPDATED FOR 34.02!
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franti

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Re: goblin fortress
« Reply #65 on: August 11, 2011, 06:31:32 pm »

Adding a position:
[ARCHDUKE]
[APOINTED_BY:VARIABLE]
[RACE:GOBLIN][RACE_DEMON]
or however the code goes...

wouldn't be too hard. The hard part would be getting it to work properly in-game
Also, I though syndrome gas/dust was only active if the creature was fighting, or you were hostile to it.
Anyway, you could always modd your goblins in the save/raws/object/creature_standard file to be immune to whatever the syndrome produces.
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RAKninja

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Re: goblin fortress
« Reply #66 on: August 11, 2011, 07:07:59 pm »

Adding a position:
[ARCHDUKE]
[APOINTED_BY:VARIABLE]
[RACE:GOBLIN][RACE_DEMON]
or however the code goes...

wouldn't be too hard. The hard part would be getting it to work properly in-game
Also, I though syndrome gas/dust was only active if the creature was fighting, or you were hostile to it.
Anyway, you could always modd your goblins in the save/raws/object/creature_standard file to be immune to whatever the syndrome produces.
i'd have any race available, myself.  i'd like snatched children to have an opportunity to migrate in.

i'd also like to have the mod require less end-user editing of the raws.  i'd imagine that being immune to your clown's syndromes would render you invulnerable to FB syndromes, and i'd like to avoid that.

i'll try it out when i try the troll thing.  gonna be slow going though, will prolly have to default my test from a tower to a hole in the ground, or have the initial test's migration requirements for the position set low.
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Goblin Fortress (NOW UPDATED FOR 34.02!
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franti

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Re: goblin fortress
« Reply #67 on: August 11, 2011, 08:17:08 pm »

Adding a position:
[ARCHDUKE]
[APOINTED_BY:VARIABLE]
[RACE:GOBLIN][RACE_DEMON]
or however the code goes...

wouldn't be too hard. The hard part would be getting it to work properly in-game
Also, I though syndrome gas/dust was only active if the creature was fighting, or you were hostile to it.
Anyway, you could always modd your goblins in the save/raws/object/creature_standard file to be immune to whatever the syndrome produces.
i'd have any race available, myself.  i'd like snatched children to have an opportunity to migrate in.

i'd also like to have the mod require less end-user editing of the raws.  i'd imagine that being immune to your clown's syndromes would render you invulnerable to FB syndromes, and i'd like to avoid that.

i'll try it out when i try the troll thing.  gonna be slow going though, will prolly have to default my test from a tower to a hole in the ground, or have the initial test's migration requirements for the position set low.
Getting to 80 goblins is HARD: wooden arrows are a bitch, and war trolls aren't as great as you'd think.
I wish there was a way to add a tag to demons that would make it friendly (no syndrome impact) to all of it's civilization members(gobs and humans, mostly).
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RAKninja

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Re: goblin fortress
« Reply #68 on: August 11, 2011, 10:36:50 pm »

they cant forge bolts or arrows?

might have to add that reaction then.

my test tower is around 60 goblins.  found a great embark, i'm going with dual towers bridging a stream.  the stream is in a kind of bowl roughly in the middle of the map (off center to the bottom right).  i've removed all the ramps that lead to my building site, walled off the areas i couldent remove the ramps, and dug temporary quarters into the side of the bowl.

after half a year, the human siegers are still hanging around, but they cant get to me.  i want them to leave as i need more migrants. 
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franti

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Re: goblin fortress
« Reply #69 on: August 12, 2011, 12:50:44 pm »

they cant forge bolts or arrows?

might have to add that reaction then.

my test tower is around 60 goblins.  found a great embark, i'm going with dual towers bridging a stream.  the stream is in a kind of bowl roughly in the middle of the map (off center to the bottom right).  i've removed all the ramps that lead to my building site, walled off the areas i couldent remove the ramps, and dug temporary quarters into the side of the bowl.

after half a year, the human siegers are still hanging around, but they cant get to me.  i want them to leave as i need more migrants.
No, no. The wooden arrows that elves use are "a bitch" in the sense that they destroy unarmoured/poorly armoured gobs.
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RAKninja

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Re: goblin fortress
« Reply #70 on: August 14, 2011, 07:48:16 pm »

initial testing shows that i cannot have [APPOINTED BY:] VARIABLE_POSITIONS:ALL.  i'll try adding in a monarch only in conjunction with the variable position tag.

adding trolls to the evil entry of entity_default results in separate troll civs that follow goblin rules.  sub citizen trolls COULD be added by making new goblin castes, but that would allow interbreeding.  i'll just stick with livestock trolls.
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franti

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Re: goblin fortress
« Reply #71 on: August 14, 2011, 08:02:44 pm »

So, I can't get trolls and goblins in the same civilization? Meh. All I really wanted to do was be able to give trolls weapons and put them in the army. What is it about minotaurs that allows them to use weapons?
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RAKninja

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Re: goblin fortress
« Reply #72 on: August 14, 2011, 09:07:03 pm »

So, I can't get trolls and goblins in the same civilization? Meh. All I really wanted to do was be able to give trolls weapons and put them in the army. What is it about minotaurs that allows them to use weapons?
most likely [EQUIPS], or it's hands.  trolls should still be able to pick things up in the same manner.... i think.

it would be possible to have troll citizens, but they'd be able to breed with the goblins or not at all.  and goblins would give birth to them.
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RAKninja

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Re: goblin fortress
« Reply #73 on: August 14, 2011, 09:25:08 pm »

also, i noted that humans were staving to death after being abducted.  humans now have no_eat and drink tags.
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Black_Legion

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Re: goblin fortress
« Reply #74 on: August 14, 2011, 09:34:07 pm »

So, I can't get trolls and goblins in the same civilization? Meh. All I really wanted to do was be able to give trolls weapons and put them in the army. What is it about minotaurs that allows them to use weapons?
most likely [EQUIPS], or it's hands.  trolls should still be able to pick things up in the same manner.... i think.

it would be possible to have troll citizens, but they'd be able to breed with the goblins or not at all.  and goblins would give birth to them.

One solution to this could be to have a caste of Goblins and a separate one for Trolls with a "Mother" creature caste containing the [FEMALE] tag. Most fantasy lores have some kind of monstrous mother hag/ beast that spawns said minions of darkness. This would not be keeping with Vanilla DF but it would allow for both Trolls and Gobs to exist as playable citizens... of course issues with DF's hard-coded monogamy might present issues with this approach. Overall I like where this mod is going as to fleshing out the gobos and allowing for a bit different style of play like Kobold Camp.
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