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Author Topic: Holy Moly husks  (Read 1670 times)

sum1won

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Holy Moly husks
« on: September 09, 2012, 12:04:04 am »

Embarked with a tiny corner sinister.  Occasionally, some foul ash would float around.  Never was a problem.  This time, the foul ash hit the dwarven caravan just as they were entering to trade.  most !!FUN!! I've had in years.

How do you people survive huskifying clouds?  Also, are the husks supposed to be fighting eachother? Because they are.
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misko27

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Re: Holy Moly husks
« Reply #1 on: September 09, 2012, 12:06:44 am »

AHAHHAAHAAH! YOU 'RE GOING TO DIE!!!!!!!!!!!!!!!!!!!!!!!

Thats over. Husks are considered to tbe the end all be all of destruction. They zombify, but they retain all health, equipment, and skills. They can only be killed through isection or decapitation. They will initially fight each other, but it wont last long. Soon they'll come for you.
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Hanslanda

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Re: Holy Moly husks
« Reply #2 on: September 09, 2012, 12:30:30 am »

Basically, what you do is tunnel deep, and hide. Hope some gopher gets lucky and bites them in half. Otherwise, abandon all hope for those upon the surface.
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GreatWyrmGold

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Re: Holy Moly husks
« Reply #3 on: September 09, 2012, 07:16:35 am »

Husks are opposed to all life, but don't count as dead. They do seem to prioritize non-husks they see, though...
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Sutremaine

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Re: Holy Moly husks
« Reply #4 on: September 09, 2012, 08:32:35 am »

There can be only one!

...Because any more would be overkill, even for the new and improved evil areas. I have an embark which rains a lot and is covered in thralling clouds (so it all ends up on the ground as well) but haven't really worked with it yet. There is also a cave halfway across the map containing at least one troll, and also beak dogs. Very nasty.

I guess getting visitors to the site underground as soon as possible would be good. Some quick testing on that site has shown that clouds can only roll down one level of ramps, at least when the ramps go straight into the earth. So for starters you'd need to confine the wagon spawn to a small area on the map edge and then dig the first ramp four tiles from the edge. Then stick a roof over that part, to stop the wagon-pullers from treading on piles of thralling dust. Migrants, liaisons, and diplomats will still spawn anywhere.

Then you'd need to expand those ramps to cover the whole site, funnelling all visitors into a subterranean tile on their second step into the map.

The trick is surviving long enough to do all that.
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DrKillPatient

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Re: Holy Moly husks
« Reply #5 on: September 09, 2012, 09:25:04 am »

Wait, did that make a Wagon Foul Ash Husk?
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GreatWyrmGold

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Re: Holy Moly husks
« Reply #6 on: September 09, 2012, 10:36:14 am »

...That is awesome.
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i2amroy

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Re: Holy Moly husks
« Reply #7 on: September 09, 2012, 02:36:23 pm »

Husks are opposed to all life, but don't count as dead. They do seem to prioritize non-husks they see, though...
Technically they are [CRAZED], which makes them hostile to just about everything , living or dead. I believe they are at peace with other husks of their same type (similar to transformed werebeasts), but elsewise they are hostile to everything.
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GreatWyrmGold

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Re: Holy Moly husks
« Reply #8 on: September 09, 2012, 02:42:11 pm »

I've seen husks fight when they run out of non-husks.
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Urist Da Vinci

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Re: Holy Moly husks
« Reply #9 on: September 09, 2012, 02:58:28 pm »

Husks are opposed to all life, but don't count as dead. They do seem to prioritize non-husks they see, though...
Technically they are [CRAZED], which makes them hostile to just about everything , living or dead. I believe they are at peace with other husks of their same type (similar to transformed werebeasts), but elsewise they are hostile to everything.

No, husks are [NOT_LIVING] and [OPPOSED_TO_LIFE]. They don't have [CRAZED].

Code: [Select]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_DISPLAY_NAME:NAME:husk:husks:husk]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:STERILE:EXTRAVISION:NOEXERT:
NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:
PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:
NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:START:0]

EDIT: See also my thread http://www.bay12forums.com/smf/index.php?topic=115854.0
« Last Edit: September 09, 2012, 03:00:17 pm by Urist Da Vinci »
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GreatWyrmGold

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Re: Holy Moly husks
« Reply #10 on: September 09, 2012, 02:59:33 pm »

Perhaps it's different with different husk types? Remember, they're procedurally generated.
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Urist Da Vinci

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Re: Holy Moly husks
« Reply #11 on: September 09, 2012, 03:07:38 pm »

Perhaps it's different with different husk types? Remember, they're procedurally generated.

Nope, I just generated a pocket world with 200 evil cloud types and no other procedural creatures, and [COMPRESSED_SAVES:NO]. Extracting the raws from world.sav revealed that those tokens are all the same, but the name of the husk/thrall/zombie is procedurally generated.

Monk321654

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Re: Holy Moly husks
« Reply #12 on: September 09, 2012, 04:02:50 pm »

Anyone else misread the title as Holy Mollusk husks?
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GreatWyrmGold

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Re: Holy Moly husks
« Reply #13 on: September 09, 2012, 04:05:50 pm »

How about Holy Moly Musks?
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Gaybarowner

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Re: Holy Moly husks
« Reply #14 on: September 10, 2012, 11:33:34 am »

only real way is to get burrows ready strike a cavern and make a underground tree farm ect tben pray but sadly you wont win :-[
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