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Author Topic: Curse You! V0.2  (Read 4145 times)

EmperorJon

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Curse You! V0.2
« on: February 15, 2012, 04:58:54 pm »

Curse You! - Version 0.2

Features:

A new selection of curses in world gen, which includes the ability for dieties to curse those who profane them with... some interesting curses. Gender swap, loss of voice, loss of intelligence, complete rage madness... just some examples.
This list will grow tomorrow. Please feel free to suggest your own.
Also, from the next version onwards, you yourself will be subject to these in Adventurer mode, and others in Dwarf mode... although some won't change much, some will change EVERYTHING. Of course, then comes the cures...

So releases look like:
0.1 World Gen Curses
0.2 Can be used in game under... special certain circumstances.
0.3 Can be cured should you so suffer.
1.0 Lots more. And anything else I can think of adding. Should be !!FUN!!.

Changelog:

0.1 - Added basic curses.
0.2 - Fixed bug with intelligent tag, was meant to be can_learn and can_speak. Fixed transformation tags, lower case "start"!


EDIT: Having upload errors!
« Last Edit: February 16, 2012, 03:58:30 am by EmperorJon »
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

alamoes

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Re: Curse You! V0.1
« Reply #1 on: February 15, 2012, 05:58:33 pm »

Hello, I have one that would hurt.   :)

Spoiler (click to show/hide)

I figured that; I just wanted to know if it was possible
« Last Edit: February 16, 2012, 04:51:34 pm by alamoes »
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EmperorJon

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Re: Curse You! V0.1
« Reply #2 on: February 15, 2012, 06:02:46 pm »

Ok, bugfix now works. (Should do anyway)

Don't think removing fast travel is possible, and it's kind of pointless.
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

Logic

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Re: Curse You! V0.1
« Reply #3 on: February 15, 2012, 06:14:30 pm »

Use [CE_REMOVE_TAG:INTELLIGENT] for the thing that removes learning and speaking, instead of [CE_REMOVE_TAG:CAN_SPEAK] and [CE_REMOVE_TAG:CAN_LEARN]. It will do the same thing.

EDIT: Also, do you know if deities can bless people too?
« Last Edit: February 15, 2012, 06:17:57 pm by Logic »
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Putnam

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Re: Curse You! V0.1
« Reply #4 on: February 15, 2012, 06:51:06 pm »

Neither CAN_SPEAK nor CAN_LEARN can be used in CE_REMOVE_TAG.

Reelya

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Re: Curse You! V0.1
« Reply #5 on: February 15, 2012, 09:18:14 pm »

Use [CE_REMOVE_TAG:INTELLIGENT] for the thing that removes learning and speaking, instead of [CE_REMOVE_TAG:CAN_SPEAK] and [CE_REMOVE_TAG:CAN_LEARN]. It will do the same thing.

EDIT: Also, do you know if deities can bless people too?
The effects of the "curse" can be good or bad, so curse = bless. e.g. it's probably possible to make a "curse" where you just never need to sleep and never age.

Logic

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Re: Curse You! V0.1
« Reply #6 on: February 15, 2012, 09:46:04 pm »

When I said bless, I meant "Can gods reward people?"
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Feb

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Re: Curse You! V0.1
« Reply #7 on: February 15, 2012, 09:48:21 pm »

Curse that make you:
lose 1/2 of your Str at night
turn your body size to small during the day
enrage you every new moon
all xcreature attack you on sight



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Reelya

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Re: Curse You! V0.1
« Reply #8 on: February 15, 2012, 09:48:51 pm »

Isn't being "cursed" with cool powers being rewarded?

EmperorJon

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Re: Curse You! V0.1
« Reply #9 on: February 16, 2012, 03:54:22 am »

Neither CAN_SPEAK nor CAN_LEARN can be used in CE_REMOVE_TAG.
Use [CE_REMOVE_TAG:INTELLIGENT] for the thing that removes learning and speaking, instead of [CE_REMOVE_TAG:CAN_SPEAK] and [CE_REMOVE_TAG:CAN_LEARN]. It will do the same thing.

EDIT: Also, do you know if deities can bless people too?

Before, when it used INTELLIGENT.
Quote from: errorlog
Unsupported CE remove tag: INTELLIGENT

Now that is uses CAN_SPEAK/LEARN
Quote from: errorlog
*desolate landscape* *wolf howls* *tumbleweed*

So... I'm thinking you're both wrong there.
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

EmperorJon

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Re: Curse You! V0.1
« Reply #10 on: February 16, 2012, 03:56:14 am »

Isn't being "cursed" with cool powers being rewarded?

Well yes, it would be... but you're not.

EDIT: Also, do you know if deities can bless people too?

When I said bless, I meant "Can gods reward people?"

Yes, they could. But they won't in the game. And modding it in will look silly as a result; you'll profane the temple, and then get rewarded!
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

EmperorJon

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Re: Curse You! V0.2
« Reply #11 on: February 16, 2012, 05:18:27 am »

Could anyone hazard a guess at why the AI never uses this curse against me/eachother? It works fine when I use it on them, has all the intended effects. But they never use it on me, or eachother.

Code: [Select]
[CDI:ADV_NAME:Curse]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:HEAD]
[CDI:VERB:curse at:screams 'May all and any gods that hear this curse ye!' at:NA]
[CDI:TARGET:A:SELF_ONLY]
[CDI:TARGET:B]
[CDI:TARGET_RANGE:B:2]
[CDI:MAX_TARGET_NUMBER:B:1]
[CDI:WAIT_PERIOD:2]
[CDI:FREE_ACTION]
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

Krantz86

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Re: Curse You! V0.2
« Reply #12 on: February 16, 2012, 10:05:33 am »

i'm planning to add this to dwarves (yet to test)
Spoiler (click to show/hide)
what do you think? will it work? it should send the foe into a crazed furious frenzy
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Re: 1000 sgins that you play Dwarf fortress (way) too much
154. When you get the word "adamantine" on your LA vocab, you quickly cross it out and replace it with "cotton candy" and spend the next 10 minutes in fetal position rocking back and forth in fear. (Yes, I actually did this.)
...Wait. Adamantine is real?...
...155. You are no longer sure what metals are real or fictional.

EmperorJon

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Re: Curse You! V0.2
« Reply #13 on: February 16, 2012, 11:44:52 am »

Cool! I'm still playing with different ideas to include in this. I'm trying to work out what I actually want to make here... :P
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

Deon

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Re: Curse You! V0.2
« Reply #14 on: February 16, 2012, 01:02:41 pm »

It is really unbalanced though :).
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