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Author Topic: Human Castle (just a bunch of questions)  (Read 5408 times)

Wrex

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Re: Human Castle (just a bunch of questions)
« Reply #60 on: September 21, 2012, 09:10:59 pm »

"Living like a human is already challenge, as anyone who's tried to pull that with dwarves will tell you: Slow, tedious, and if you don't get walls and a gate up ASAP, constant attrition will severely hamper work on workshops space, storage, and not dying in general."

That's why we need reasons to live aboveground.


Or you only give them a reason to use sunlit dining rooms.
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Mr Wrex, please do not eat my liver.

Splint

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Re: Human Castle (just a bunch of questions)
« Reply #61 on: September 21, 2012, 09:12:51 pm »

Seems like it's supposed to be more of a self imposed challenge to be honest. Alot of modded races just kind of default to bunkering into the dirt and stone when played.

IndigoFenix

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Re: Human Castle (just a bunch of questions)
« Reply #62 on: September 22, 2012, 12:46:36 pm »

Here's how to make a negative cave-adaptation effect:

Place this in the creature file:
Code: [Select]
[CAVE_ADAPT]
[CAN_DO_INTERACTION:SPELUNCAPHOBIA_MW]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:33600]
[CDI:FREE_ACTION]

And create this interaction:
Code: [Select]
[INTERACTION:SPELUNCAPHOBIA_MW]
[I_TARGET:A:CREATURE]
  [IT_LOCATION:CONTEXT_CREATURE]
[I_EFFECT:ADD_SYNDROME]
  [IE_TARGET:A]
  [IE_IMMEDIATE]
  [SYNDROME]
    [CE_DIZZINESS:SEV:10:PROB:100:RESISTABLE:START:0:PEAK:8400]
      [CE:COUNTER_TRIGGER:CAVE_ADAPT:8400:16800:REQUIRED]
    [CE_DIZZINESS:SEV:100:PROB:100:RESISTABLE:START:0:PEAK:16800]
      [CE:COUNTER_TRIGGER:CAVE_ADAPT:16800:33600:REQUIRED]
      [CE_DIZZINESS:SEV:1000:PROB:100:RESISTABLE:START:0:PEAK:33600]
      [CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:NONE:REQUIRED]

The important part is the [CE:COUNTER_TRIGGER:CAVE_ADAPT] tag.  The first number is the point at which the previous syndrome effect will begin, the second number is the point at which it will end.  It runs off of the same counter as the regular cave adaptation variable (that's why the creature needs to have [CAVE_ADAPT], so it is actually very effective at making an above-ground race.  For instance, the counter won't instantly reset back to zero when they come up for air, but it'll gradually roll down over time.  It is also worth noting that the effect will instantly stop when they are not underground, even if the counter is over the specified start number.

This particular version is designed to create a creature that can make short trips underground without any trouble (about one week at a time - long enough for a mining/gathering/hunting trip but not long enough for long-term settlement) but need to come up for a breather or they'll grow dizzy, which basically makes them much less efficient at everything.  If you keep them under for longer periods, the dizziness will grow more severe.

As long as the cave-adaptation counter is over 8400 (one week), they'll get dizzy the moment they go underground.  And regardless of what the counter is, they will stop being dizzy the moment they surface (actually, not the exact moment in this particular case - but that's only because dizziness tends to linger a bit even after the syndrome causing it stops.)  You can choose to give them any negative (or positive!) syndrome you want.

One more note: they will take on the same effects as dwarves if you keep them under for too long - being irritated by the sun if they stay under for over a year and being nauseated if over a year and a half.  But, this will probably not happen unless you choose to keep someone underground for longer periods as a punishment/sadism.
Nice!

As for the cave-adaption thing... I wish I knew anything about syndromes, to create one that turns the Human into a Dwarf if it stays underground for 2-3 years (losing its SPELUNCAPHOBIA in the process.)

Mushrooms of Dwarvenkind also seem like a somewhat workable idea for when you feel your human settlement absolutely MUST outdo dwarves at their own game. Humans are ambitious, after all.

You could add a body transformation syndrome at the end, but if you do, once they reach that level of cave adaptation, they'll flip back and forth every time they come out of the caves or go back in - human above ground, dwarf below.  Like a dwarven selkie.  (Yes, COUNTER_TRIGGERS are just that awesome.)  This would allow a cheap exploit though, since you could just bring them back and forth and they'd instantly recover all of their injuries.

The simpler thing would be to just add a number to the last syndrome's COUNTER_TRIGGER, where it says NONE (the NONE means that it has no end).  Once they reach that point, they'll just stop getting dizzy underground.  For 3 years, just change the last line to:

 [CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:1209600:REQUIRED]

You could also add a body appearance modifier to make them short and give them longer beards if you want  :P
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