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Author Topic: How much stronger in combat are vampires over regular dwarves?  (Read 2826 times)

GavJ

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Re: How much stronger in combat are vampires over regular dwarves?
« Reply #15 on: March 30, 2012, 12:12:03 pm »

You can't mod it out of vampires from the start, but you should be able to remove alcohol_dependent after they are generated, by exposing them to an inhalation-based (important! you dont want non-targeted dwarves getting this by accident) syndrome that includes [CE_REMOVE_TAG:ALCOHOL_DEPENDENT].
ALCOHOL_DEPENDENT isn't a removable tag yet.

Okay, but if you were still REALLY DEDICATED to having this work, you could create an entirely new species, exactly the same as dwarves, except without the ALCOHOL_DEPENDENT tag, and then make a syndrome that transforms the vampires into that species instead of dwarves...?

AFAIK, the transform symptom of a syndrome will still maintain their skills and interactions, etc. if it is possible to do so, so they'd still be a vampire and have everything else the same?
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

nightwhips

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Re: How much stronger in combat are vampires over regular dwarves?
« Reply #16 on: March 30, 2012, 12:15:43 pm »

Wait, if vampires obey burrow restrictions, can't i just give him his own supply of booze within his burrow? Dwarves can deliver booze to a stockpile in his territory and unless they take a nap, won't be in any danger from him. This keeps him good and liquored up

They have the tag [NO_DRINK], so they don't drink. Even though they need to.
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Hotaru

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Re: How much stronger in combat are vampires over regular dwarves?
« Reply #17 on: March 30, 2012, 12:28:26 pm »

You can't mod it out of vampires from the start, but you should be able to remove alcohol_dependent after they are generated, by exposing them to an inhalation-based (important! you dont want non-targeted dwarves getting this by accident) syndrome that includes [CE_REMOVE_TAG:ALCOHOL_DEPENDENT].
ALCOHOL_DEPENDENT isn't a removable tag yet.

Okay, but if you were still REALLY DEDICATED to having this work, you could create an entirely new species, exactly the same as dwarves, except without the ALCOHOL_DEPENDENT tag, and then make a syndrome that transforms the vampires into that species instead of dwarves...?

AFAIK, the transform symptom of a syndrome will still maintain their skills and interactions, etc. if it is possible to do so, so they'd still be a vampire and have everything else the same?

Shapeshifting at least in the vanilla wereform style does not appear to affect undead status. Else reports of zombie dwarf cloning wouldn't exist. I also tested it in the adventure mode forum with husk and wereform. So yes, that should work.

Actually it's very easy to implement, just make ingesting dwarf blood cause that syndrome. Dwarves will never drink their or each others blood, unless they're vampires, in which case they should get the syndrome from it as they feed.
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It is said knowledge is like a foul-smelling herb. It must be cooked well and thoroughly with experience to make it palatable. A young scholar's knowledge is therefore not only worthless but disgusting. -- In Dwarf Fortress you have another paradigm. Gather as much of that smelly herb as you can and toss it at your enemy, fracturing his skull through the +capybara man leather cap+.

GavJ

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Re: How much stronger in combat are vampires over regular dwarves?
« Reply #18 on: March 30, 2012, 02:22:25 pm »

Seriously?  If you set the syndrome to [INGEST] only, the dwarves won't catch it, even though they have the blood in them already? If so, that's hilarious.

*Guy gets injected with ebola accidentally through his hazmat suit*
"Oh shit oh shit, I'm done for!"
"No no, it's okay.  It's [INGEST] only.  Just make sure you don't ever drink your blood ever again and you'll be fine, kid."
"But wh..."
"Just trust me."



Possible problem: Vampires may not actually drink / ingest blood when they drain a dwarf.  It could very well just be coded so that they walk up next to him, the dwarf gets drained, and no actual blood ever gets coded as ingested.  After all, there's no particular reason for toady to have coded that in specifically, is there?
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

Noodz

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Re: How much stronger in combat are vampires over regular dwarves?
« Reply #19 on: March 30, 2012, 02:29:14 pm »

Silly question from a mod noob: vampirism is an interaction, right? So could i remove the no_drink tag from vampires? Would it fix the problem?
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Loud Whispers

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Re: How much stronger in combat are vampires over regular dwarves?
« Reply #20 on: March 30, 2012, 02:34:49 pm »

Silly question from a mod noob: vampirism is an interaction, right? So could i remove the no_drink tag from vampires? Would it fix the problem?

Yup.

Though I don't know how vampires would react to having to drink, and drink blood.

GavJ

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Re: How much stronger in combat are vampires over regular dwarves?
« Reply #21 on: March 30, 2012, 02:37:10 pm »

Silly question from a mod noob: vampirism is an interaction, right? So could i remove the no_drink tag from vampires? Would it fix the problem?
You don't have access to the vampire interaction code.  The code in "example interactions" folder is just that: example code.  The functional version of the same thing is hardcoded into the game out of our reach.

You should, however, be able to make your own interaction, for "shmampires" or whatever, which is the same except for whatever you want to change, and then set the number of vampires in the worldgen file to zero?

A possible problem with that is that "usagehint: major curse" may not, by itself, be sufficient to cause deities to actually curse things with it during worldgen, so your new interaction may not do anything.  Who knows?
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

Hotaru

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Re: How much stronger in combat are vampires over regular dwarves?
« Reply #22 on: March 31, 2012, 03:09:45 am »

Seriously?  If you set the syndrome to [INGEST] only, the dwarves won't catch it, even though they have the blood in them already? If so, that's hilarious.

*Guy gets injected with ebola accidentally through his hazmat suit*
"Oh shit oh shit, I'm done for!"
"No no, it's okay.  It's [INGEST] only.  Just make sure you don't ever drink your blood ever again and you'll be fine, kid."
"But wh..."
"Just trust me."



Possible problem: Vampires may not actually drink / ingest blood when they drain a dwarf.  It could very well just be coded so that they walk up next to him, the dwarf gets drained, and no actual blood ever gets coded as ingested.  After all, there's no particular reason for toady to have coded that in specifically, is there?

It was tried in thread http://www.bay12forums.com/smf/index.php?topic=101251.75 and it works. I feel a bit silly writing about it over and over. The "active only if ingested" part is a bit silly and a reversal of the very common real attribute of "active when injected, not when ingested", but there are some real chemicals that only become active in the acidic stomach like digestive enzymes.
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It is said knowledge is like a foul-smelling herb. It must be cooked well and thoroughly with experience to make it palatable. A young scholar's knowledge is therefore not only worthless but disgusting. -- In Dwarf Fortress you have another paradigm. Gather as much of that smelly herb as you can and toss it at your enemy, fracturing his skull through the +capybara man leather cap+.

Hotaru

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Re: How much stronger in combat are vampires over regular dwarves?
« Reply #23 on: March 31, 2012, 03:12:48 am »

A possible problem with that is that "usagehint: major curse" may not, by itself, be sufficient to cause deities to actually curse things with it during worldgen, so your new interaction may not do anything.  Who knows?

That also works and has been used to create modded vampires with different attributes in the modding forum. Furthermore it is possible to edit world.dat to change the vanilla vampires - uncompress it and fire up a hex editor. This may make the save unplayable if you mess with things too much, though.
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It is said knowledge is like a foul-smelling herb. It must be cooked well and thoroughly with experience to make it palatable. A young scholar's knowledge is therefore not only worthless but disgusting. -- In Dwarf Fortress you have another paradigm. Gather as much of that smelly herb as you can and toss it at your enemy, fracturing his skull through the +capybara man leather cap+.
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