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Author Topic: Syndromes that apply creature variations  (Read 1190 times)

Robosaur

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Syndromes that apply creature variations
« on: November 22, 2012, 09:58:59 am »

Having to deal with zombies is hard enough, but what's worse is the noxious purple clouds that turn the hoary marmots into angry hoary marmot men!
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darknessofthenight

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Re: Syndromes that apply creature variations
« Reply #1 on: November 22, 2012, 10:08:44 am »

First I disagree. Second is this a suggestion or a statement.
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GoombaGeek

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Re: Syndromes that apply creature variations
« Reply #2 on: November 22, 2012, 10:40:59 am »

Second is this a suggestion or a statement.
I see what you did there
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GreatWyrmGold

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Re: Syndromes that apply creature variations
« Reply #3 on: November 22, 2012, 11:14:30 am »

This sounds like a good idea, and a good way to use creature variations.
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Putnam

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Re: Syndromes that apply creature variations
« Reply #4 on: November 22, 2012, 04:15:10 pm »

I can't even describe how much I would love this and I'm surprised I didn't make this topic first.

AutomataKittay

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Re: Syndromes that apply creature variations
« Reply #5 on: November 22, 2012, 04:16:30 pm »

Just wanted to post that the OP made me laugh :D

Yes in support of flexibility!
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Robosaur

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Re: Syndromes that apply creature variations
« Reply #6 on: November 22, 2012, 10:21:13 pm »

oh yeah just one minor sorta-unrelated addition but there should also be a [VISIBLE] tag for syndromes so that people can instantly recognize that someone is infected with it so that if a dwarf is infected with a syndrome that gives him tentacles for arms and 3 eyes and deadly mood swings, it will only take a single glance to tell that there's something Up with him beyond the haircut he got.

This is especially true because I modded Liches into my game and they have a tendency to go and live regular lives after transcending mortality, even though all their fleshy bits have rotted off.
« Last Edit: November 22, 2012, 11:11:54 pm by Robosaur »
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GreatWyrmGold

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Re: Syndromes that apply creature variations
« Reply #7 on: November 22, 2012, 11:09:07 pm »

I'm pretty sure that any syndrome is visible, except for vampirism and maybe werebeasts.
The idea you have makes sense, though. Some syndromes should be immediately recongiseable, some should not.
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Putnam

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Re: Syndromes that apply creature variations
« Reply #8 on: November 23, 2012, 01:06:43 am »

Well, there is a creature effect that causes them to flash between two tiles and another one that gives them a suffix on their name (human lich), so that should be easy enough.

GreatWyrmGold

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Re: Syndromes that apply creature variations
« Reply #9 on: November 23, 2012, 07:53:41 am »

I think the idea is making sure that in-game creatures know that the creature is affected by the syndrome, or don't know.
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Robosaur

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Re: Syndromes that apply creature variations
« Reply #10 on: November 23, 2012, 08:52:19 am »

I think the idea is making sure that in-game creatures know that the creature is affected by the syndrome, or don't know.

Yes. Exactly this.
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Garrosh

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Re: Syndromes that apply creature variations
« Reply #11 on: November 23, 2012, 12:05:55 pm »

I'm thinking it depends how creatures recognize other creatures. When it sees a dwarf, does it see a dwarf? Or does it just see a [sentient] entity? Or a [flag or an other]-type entity? Does it have access to limb count, even? Does it influence any actions it takes? Does it check allegiance (sickness would have to become a civilisation entity, then... Yay for Leprosy...)?
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Bohandas

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Re: Syndromes that apply creature variations
« Reply #12 on: November 23, 2012, 10:15:38 pm »

The OP's idea seems like a good one to me.
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syyrah

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Re: Syndromes that apply creature variations
« Reply #13 on: November 24, 2012, 09:46:12 am »

Interesting. Urist McAccident in lab creates a magic fog which rolls through your fortress, turning your cats into cat(wo)men, become part of your workforce. Unfortunately, they form a group and start a rebelion, enslaving the fortress. After retiring it, in 500 years same happens to whole world. All hail our feline overlords! On the serious note, what kind of situations would be needed to make animalmen making syndromes? Divine intervention and magical accidents seems the obivious ones. Any others?
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GreatWyrmGold

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Re: Syndromes that apply creature variations
« Reply #14 on: November 24, 2012, 10:24:31 am »

Savage biomes.
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