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Author Topic: Plump Helmet Man Overgrowth Returns: Bitten, But Not Broken  (Read 7819 times)

Meph

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Re: Plump Helmet Man Overgrowth Returns: Bitten, But Not Broken
« Reply #15 on: January 24, 2015, 06:37:52 am »

At some point the contaminants, dust clouds and miasma will hurt FPS though. Especially if you have entire hordes of phms.
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IndigoFenix

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Re: Plump Helmet Man Overgrowth Returns: Bitten, But Not Broken
« Reply #16 on: January 24, 2015, 11:45:24 am »

Yeah, that's pretty much why they don't.  Also, I want to keep them fairly close to vanilla PHM in terms of their physical abilities.  It's possible to give them all kinds of secret abilities, but part of the challenge was to make creatures that are in most senses inferior to dwarves capable of injuring your fort through intelligence and subterfuge.

I haven't decided how the growth will be determined.  It will probably be through some kind of election.  The big ones might also be able to 'command' the others.  It could be interesting to see how players will react, since big PHM are more dangerous, but they also provide more food, so players might deliberately trigger rebellious phases in order to maximize their production.

Untrustedlife

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Re: Plump Helmet Man Overgrowth Returns: Bitten, But Not Broken
« Reply #17 on: January 24, 2015, 03:58:01 pm »

The most interesting thing about this mod is the guerilla war the pets lead against you.
Would also make a good basis for any civ that keeps prisoners of other races as pets.

i Did a similar trick in my cults in my mod with interactions.

If you work at it raws can be used as a pseudo event driven scriopting language.

to OP:
cool mod my friend
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Meph

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Re: Plump Helmet Man Overgrowth Returns: Bitten, But Not Broken
« Reply #18 on: May 03, 2016, 02:23:45 am »

I hereby cast spell necromancy!

The thread shudders and is asked the question: Does thou still worketh with 42.06?
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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IndigoFenix

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Re: Plump Helmet Man Overgrowth Returns: Bitten, But Not Broken
« Reply #19 on: May 03, 2016, 04:22:24 am »

This one doesn't.  I had to make some changes, which are in the mostly mythical monsters mod.  (Notably, removing their sapience, as intelligent creatures behave completely different in the new version.)

I'll keep this around for posterity.

pikachu17

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Re: Plump Helmet Man Overgrowth Returns: Bitten, But Not Broken
« Reply #20 on: May 03, 2016, 10:23:47 am »

They should be able to fungify a dwarf to helping them in open revolt and also doing murders and such
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