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Author Topic: Fear effect and buildings  (Read 996 times)

Drawde

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Fear effect and buildings
« on: August 14, 2010, 05:09:37 pm »

Is there a way to assign a fear effect to inanimate objects?  Such as a specially made totem that scares off wildlife like an animal would?
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3

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Re: Fear effect and buildings
« Reply #1 on: August 14, 2010, 05:13:28 pm »

There is no "fear" effect as such. Creatures can run due to low morale (which may be affected by personality to some degree), but otherwise, no, there's no such thing.
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existent

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Re: Fear effect and buildings
« Reply #2 on: August 14, 2010, 05:32:44 pm »

Just a thought, but maybe there is some way to do it (or get close) using syndromes?
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War of the Ring is back baby!
A mod based on Lord of the Rings, by JRR Tolkien.

3

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Re: Fear effect and buildings
« Reply #3 on: August 14, 2010, 05:36:17 pm »

Not that I know of. I mean, you could put them to sleep or something, but not get them to run. It probably wouldn't be all that reliable even if it did work, due to the way contact/inhaled syndromes work.
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existent

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Re: Fear effect and buildings
« Reply #4 on: August 14, 2010, 05:39:37 pm »

Not that I know of. I mean, you could put them to sleep or something, but not get them to run. It probably wouldn't be all that reliable even if it did work, due to the way contact/inhaled syndromes work.
True, but it'd be cool nonetheless.
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[DF 0.31.13]  ۝ War of the Ring Mod ۝  [WotR 0.13.3]

War of the Ring is back baby!
A mod based on Lord of the Rings, by JRR Tolkien.

Drawde

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Re: Fear effect and buildings
« Reply #5 on: August 14, 2010, 05:50:01 pm »

I was talking about how animals run from your dwarves and pets.  I doubt there is a way, but I was wondering if there was a way to make animals (not goblins and such) run from a building as if it was a pet of yours.

EDIT:  Though other effects would be interesting as well.
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existent

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Re: Fear effect and buildings
« Reply #6 on: August 14, 2010, 05:54:42 pm »

I was talking about how animals run from your dwarves and pets.  I doubt there is a way, but I was wondering if there was a way to make animals (not goblins and such) run from a building as if it was a pet of yours.

EDIT:  Though other effects would be interesting as well.
Well, like has been said, that can't be done. It MIGHT be possible to fudge such an effect, but you'd have to share the specifics. I'd be happy to help if it is possible. I need a break from WotR >.>
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[DF 0.31.13]  ۝ War of the Ring Mod ۝  [WotR 0.13.3]

War of the Ring is back baby!
A mod based on Lord of the Rings, by JRR Tolkien.

kilakan

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Re: Fear effect and buildings
« Reply #7 on: August 14, 2010, 09:08:27 pm »

just chain a puppy where you want to deter wildlife, replace as needed.
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Drawde

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Re: Fear effect and buildings
« Reply #8 on: August 14, 2010, 09:25:24 pm »

Yes, but most people try to keep their puppy population down to increase framerate.  And I'm tired of replacing puppies all the time.

Plus, I was seeing if there was anything you could do with the totems without rewriting the raws.  And that's not just for decoration.  Which it doesn't look like.  It might be fun to add a contaminant to doors and such that's released when they're broken though.  Kill or weaken building destoryers.
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3

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Re: Fear effect and buildings
« Reply #9 on: August 14, 2010, 09:27:16 pm »

That won't be possible either, bar just making the doors out of a syndrome-inducing material. Furniture doesn't exist in the raws right now.
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Drawde

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Re: Fear effect and buildings
« Reply #10 on: August 15, 2010, 12:49:11 am »

Thanks for the replies.  It's not possible to do what I want, but it's fun to imagine anyway.
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existent

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Re: Fear effect and buildings
« Reply #11 on: August 15, 2010, 12:51:42 am »

Thanks for the replies.  It's not possible to do what I want, but it's fun to imagine anyway.
Have faith, brother! Once Toady implements magic, all sorts of shenanigans will be possible!
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[DF 0.31.13]  ۝ War of the Ring Mod ۝  [WotR 0.13.3]

War of the Ring is back baby!
A mod based on Lord of the Rings, by JRR Tolkien.

TomiTapio

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Re: Fear effect and buildings
« Reply #12 on: August 15, 2010, 07:20:00 am »

There's many modes of creature scaredness:
1. FLEEQUICK, good for birds and rabbits and cowardly kobolds
2. normal
3. LIKES_FIGHTING
3+ LIKES_FIGHTING, NOPAIN, NOFEAR, good for Troll and Colossus

Can add more viewrange and speed to the birds to make them very hard to catch by running after them with an axe.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Eagle_eye

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Re: Fear effect and buildings
« Reply #13 on: August 21, 2010, 10:50:11 pm »

Have faith, brother! Once Toady implements magic, all sorts of shenanigans will be possible!

And then the Toad reached down from the heavens, and said unto the dwarflings, "Thou shalt take this and stop nagging me." And then Toad delivered to them, a Box filled with deadly poisons of a most brutal variety, and for this gift the dwarflings rejoiced, and proceeded to make use of Toad's gift, on the animals of the wild, and the heretical goblins, and heretical elves, and thine sissy humans, and thus the age of emptiness came."
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