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Author Topic: Terror Fort  (Read 7292 times)

Putnam

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Re: Terror Fort
« Reply #15 on: February 12, 2012, 05:20:36 am »

*cracks neck*

Another idea in the field of DF: Bioengineering.  I'm gonna go all Umbrella Corporation in this thread.

Creature: Tentacle grabber
A creature with only wrestling abilities, make it so that the creature has an added edge in wrestling, similar to how elves have a natural speed advantage.  As a pet, it could be assigned to dorfs.  The grabbers would then latch onto a nearby enemy to protect their master.  With danger room level conditioning, the grabber could break bones.  It naturally wouldn't be fast, but it would be strong and durable.

I think that anything with wrestling abilities should be able to kick, though...

Also, I think that anything with an added edge in wrestling would pretty much be able to break bones anyway >_> see baldur monks in Genesis

Putnam - Any chance you can elaborate on the potential horrific interactions?

Body transformations, so you could have creatures turning other creatures into horrific monstrosities covered in tentacles; verbs for interactions and target verbs, so you could make interactions with such usage hints as CLEAN_SELF, CLEAN_FRIEND, and GREETING that have simple text and nothing more, which can be described vividly.

Excuse me, I'm disgusting myself with my thoughts >_>

NRDL

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Re: Terror Fort
« Reply #16 on: February 12, 2012, 05:28:41 am »

*cracks other appendage*

I've got plenty of ideas. 

Eagles, giant ones, that have been domesticated have been used in various forts as the only example of an air force.  Let's take the step further.

Creature: Gargoyle
Give it large bat wings, really a gigantic bat, but with hands and claws.  Once again, make it a usable pet. 

                                                                                               

MOAR BIOENGINEERING

This is not a pet, but a separate caste for dwarves

Great Old One.  Based off the Lovecraftian beings, this caste must be modded to ONLY be the nobles.  No normal dwarf can ascend to noblehood, only Great Old Ones.  Add tentacles, multiple eyes, syndrome emmission, etc. 

Born with cave adaptation from birth, the Great Old Ones spend their entire lives under the Earth, breeding and ruling.  This may seem like a handicap, but think how awesome your fort will be when it's ruled by beings that look like this:



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GOD DAMN IT NRDL.
NRDL will roll a die and decide how sadistic and insane he's feeling well you do.

Crazy Cow

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Re: Terror Fort
« Reply #17 on: February 12, 2012, 09:59:27 am »

Allowing the butchering of sentients and your own dwarves is an easy task. Dig up the ethics tags in the dwarven entity, and change [ETHIC:EAT_SAPIENT_OTHER:], [ETHIC:EAT_SAPIENT_KILL:], [ETHIC:MAKE_TROPHY_SAME_RACE:], and [ETHIC:MAKE_TROPHY_SAPIENT:] to be ACCEPTABLE. You can now eat elves, goblins, and any dwarves that fall in combat [or through unfortunate accidents].

Lovechild

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Re: Terror Fort
« Reply #18 on: February 12, 2012, 12:51:22 pm »

Next version will have lots of things with terror potential. Items that can be acquired by butchering, monsters that blend in with your dwarves and secretly murder them, the ability to add and remove creature tags through interactions...

Oh, and for Old Ones, see my sig.
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Xeron

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Re: Terror Fort
« Reply #19 on: February 12, 2012, 02:16:33 pm »

I'm making a creature out of slade ,which should spread said syndrome.I have a tame version that's slow and doesn't attack and a extreme version that genocides everything nearby it aside from dwarves and friendly characters.
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dermal_plating

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Re: Terror Fort
« Reply #20 on: February 12, 2012, 05:39:49 pm »

Cheers Crazy Cow I will give that a shot.

Lovechild, might have to give your mod a test run.

Xeron, care to share your code when you're finished making the creature?
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rephikul

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Re: Terror Fort
« Reply #21 on: February 12, 2012, 08:49:01 pm »

Allowing the butchering of sentients and your own dwarves is an easy task.
Are you sure that this work?
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Putnam

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Re: Terror Fort
« Reply #22 on: February 12, 2012, 09:06:25 pm »

Allowing the butchering of sentients and your own dwarves is an easy task.
Are you sure that this work?

This has been proven to work. It's 50%, though, because you CAN'T butcher creatures from your own civilization even with that. Invaders and trading caravans will be the only ones you are allowed to butcher.

GreatWyrmGold

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Re: Terror Fort
« Reply #23 on: February 12, 2012, 10:04:49 pm »

Sadly, the awesome stuff won't be coming until next version. However...are you familiar with the phrase "I have no mouth and I must scream?" Mod in a domestic creature that secretes slime, with a contact syndrome that disables the eyes, ears, mouth, and limbs of a creature. The victims will be blind, deaf, unable to speak, barely able to move or attack, and will still be alive. Invaders, and almost any non-citizen-dwarf creature, do not need to eat or drink to survive, and goblins and elves do not die of old age. Make sure the creature has no natural attacks, put one in a small chamber, and pit in a prisoner.
Bwah.
Ha.

HA!


...Oh, god. What has happened to me?
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Xeron

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Re: Terror Fort
« Reply #24 on: February 13, 2012, 12:43:57 am »


Xeron, care to share your code when you're finished making the creature?
That's why i posted i'm sharing it.
Tho i still need to learn how to make a syndrome for the creature to emit
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Splint

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Re: Terror Fort
« Reply #25 on: February 13, 2012, 01:05:31 am »

To those of you who question your sanity, you more or less voluntarily signed away your humanity when you registered for DFs forums. So don't worry, you're perfectly stable here.

I had an idea for a critter, which sotra worked.
The Feral Humidis - Imagine an animalman that can't do the things animal men can in terms of being able to speak, learn, etc. Now, while slow to mature, at adult size they are 3 times faster than a dwarf, 6 times his size, and posses natural fighting abilities that would allow them to take on weapon masters and hold thier own with lady luck on thier side.

That was the basic one. Four limbs and head and whatnot. Doesn't seem special.

Now, make them seemingly eternally pissed off at everything, add an extra set of arms, have them breath fire, and a spiked tail attack.
Maybe for the dwarves, give them a siege weapon that fires large serrated disks a distance equivalent to a ballista, and a form of floating guts created by dwarves to essentially be living land mines, that explode into corrosive AKA flesh eating acid/syndrom, which exist JUST to be that. I guess kinda like tyranid spore mines.
And make hammers out of stone as an early defensive weapon.
And a corpse catapult, so you can make use of all those dead fish dissectors and cheese makers.

I believe these and previous ideas will increase DF's already hellish level of brutal to exponential levels, with invaders being crushed with flying corpses, sliced up by serrated disks launched from afar, and angry badgers meeting thier end to rock hammers, and a babysnatcher being found melted into goop when the alrt appears as th living mine blows up in his face. As an added difficulty, make said syndrom transferable to anything that walk through it barefoot/handle contaminated gear without gloves or whatever.

Congrats Urist, that living mine you trained just melted your hands cause you didn't wear gloves to pick up that goblin's fancy metal hat. Or Giant that waded through that odd green puddle barefoot to kill Urist as he ran with said metal hat, say by to your feet as they melt off.

I lost the raw for the humidis sadly, otherwise I'd be happy to share it.

Gamerlord

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Re: Terror Fort
« Reply #26 on: February 13, 2012, 01:16:28 am »

I'm not entirely sure if this will work, but try:

a) Sandworm. Basically a worm as big as a whale, with one hell of a bite. Also, armoured in stone!
b) Hydra, but one head and one-hundred stingers that all deliver a necrosis  syndrome. Then make it out of candy.
c) Animated plants 'n shit. Like so slow they can barely move, but insanely tough and NOPAIN.
d) Siamese twin caste for your dorfs.

rephikul

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Re: Terror Fort
« Reply #27 on: February 13, 2012, 02:01:25 am »

b) Hydra, but one head and one-hundred stingers that all deliver a necrosis  syndrome. Then make it out of candy.
Kinda like My implementation. It has 7 heads each named after a christian sin and each deliver a different and deadly syndrome according to its name.
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WillowLuman

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Re: Terror Fort
« Reply #28 on: February 13, 2012, 03:19:01 am »

Have nigh-invulnerable enemies AND dwarves, so they keep fighting bloodily for months until one (or none!) comes out on top.
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WillowLuman

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Re: Terror Fort
« Reply #29 on: February 13, 2012, 03:21:54 am »

I'm making a creature out of slade ,which should spread said syndrome.I have a tame version that's slow and doesn't attack and a extreme version that genocides everything nearby it aside from dwarves and friendly characters.

Take this, it's from the dawn of my modding days. You'll have to change the biome info for it to appear though.
Code: [Select]
[CREATURE:ABOMINATION]
   [DESCRIPTION:A timeless horror of unimaginable malice, it's body formed of the twisted landscape of hell itself.]
   [NAME:abomination:abominations:eldricht]
   [CASTE_NAME:abomination:abominations:eldricht]
   [CREATURE_TILE:'A'][COLOR:8:7:0]
   [MEGABEAST][DIFFICULTY:90]
   [DEMON]
   [FANCIFUL]
   [NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
      [NOTHOUGHT][NOEXERT]
   [NO_DIZZINESS]
   [NO_FEVERS]
   [BUILDINGDESTROYER:2]
   [NO_DRINK][NO_EAT][NO_SLEEP]
   [SPHERE:DEATH]
   [CANNOT_UNDEAD]
   [DRAGONFIREBREATH][FIREIMMUNE_SUPER][MAGMA_VISION]
   [CANOPENDOORS]
   [NOT_BUTCHERABLE]
   [NOFEAR]
   [PREFSTRING:dubious existance]
   [NOBONES]
   [BODY:INSECT:4EYES:LARGE_MANDIBLES:UPPERBODY_PINCERS]
   [NO_THOUGHT_CENTER_FOR_MOVEMENT]
   [TISSUE:SLADE]
      [TISSUE_NAME:slade:slade]
      [TISSUE_MATERIAL:INORGANIC:SLADE]
      [MUSCULAR]
      [FUNCTIONAL]
      [STRUCTURAL]
      [RELATIVE_THICKNESS:1]
      [CONNECTS]
      [TISSUE_SHAPE:LAYER]
   [TISSUE_LAYER:BY_CATEGORY:ALL:SLADE]
   [BODY_SIZE:0:0:99999990]
   [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
   [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
   [ATTACK:WHACK:BODYPART:BY_TYPE:GRASP]
      [ATTACK_SKILL:GRASP_STRIKE]
      [ATTACK_VERB:whacks:whacks]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_FLAG_WITH]
      [ATTACK_PRIORITY:SECOND]
   [ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]
      [ATTACK_SKILL:BITE]
      [ATTACK_VERB:bite:bites]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PRIORITY:SECOND]
      [ATTACK_FLAG_CANLATCH]
   [ATTACK:SLAP:BODYPART:BY_CATEGORY:PINCER]
      [ATTACK_SKILL:GRASP_STRIKE]
      [ATTACK_VERB:snatch:snatches]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:MAIN]
      [ATTACK_FLAG_CANLATCH]
   [ATTACK:LANCE:BODYPART:BY_TYPE:STANCE]
      [ATTACK_SKILL:STANCE_STRIKE]
      [ATTACK_VERB:lances:lances]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_FLAG_WITH]
      [ATTACK_PRIORITY:MAIN]
   [ATTACK:CHOMP:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:MANDIBLE]
      [ATTACK_SKILL:BITE]
      [ATTACK_VERB:shears:shears]
      [ATTACK_CONTACT_PERC:100]
      [ATTACK_PENETRATION_PERC:100]
      [ATTACK_FLAG_EDGE]
      [ATTACK_PRIORITY:MAIN]
   [DIURNAL]
   [SWIMS_INNATE][SWIM_SPEED:1000]
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