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Poll

Vampire Rework?

Make all vampiric effects only activate once the new vampire has sucked blood.
- 26 (29.5%)
Make any special abilities only activate once the new vampire has sucked blood.
- 25 (28.4%)
Make any physical changes only take place once the new vampire has sucked blood.
- 7 (8%)
Make the transformation skill only available after sucking blood.
- 11 (12.5%)
Keep everything the same.
- 19 (21.6%)

Total Members Voted: 86


Pages: 1 ... 16 17 [18] 19 20 ... 25

Author Topic: <<Fear The Night!>> v1.4.1 [For 34.11]  (Read 125725 times)

Xangi

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Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #255 on: August 29, 2012, 01:56:24 pm »

Hi again Xangi, um I know this is a BIT off topic but could you help me figure out how to change the material type of the tissues of necromancers and zombies in this:
Code: [Select]
interaction_secret

[OBJECT:INTERACTION]

[INTERACTION:EXAMPLE SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the secret art of trolling the interwebs]
[IS_SPHERE:DEATH]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:MORTAL]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Thread Necromancer]
[SYNDROME]
[CE_DISPLAY_TILE:TILE:165:5:0:1:START:0]
[CE_DISPLAY_NAME:NAME:threadromancer:threadromancers:necrothreadic:START:0]
[CE_ADD_TAG:NOEXERT:NO_AGING:LIKES_FIGHTING:NO_EAT:NO_DRINK:NO_BREATHE:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Animate corpse]
[CDI:INTERACTION:THREAD RAISE]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:gesture:gestures:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:WAIT_PERIOD:10]

[INTERACTION:THREAD RAISE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Thread Zombie]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:500:1500:TOUGHNESS:500:1500:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS: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:MISCHIEVOUS:START:0]

Into THIS:

Code: [Select]
[TISSUE_TEMPLATE:TROLLIUM_TEMPLATE]
[TISSUE_NAME:trollium:NP]
[TISSUE_MATERIAL:MATERIAL_TEMPLATE:TROLLIUM_TEMPLATE]
[THICKENS_ON_CREATIVITY]
[THICKENS_ON_WILLPOWER]
[MUSCULAR]
[STRUCTURAL]
[FUNCTIONAL]
[HEALING_RATE:50]
[VASCULAR:4]
[CONNECTIVE_TISSUE_ANCHOR]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[COSMETIC]
[STYLEABLE]
[INSULATION:100]
[TISSUE_SHAPE:STRANDS]

[MATERIAL_TEMPLATE:TROLLIUM_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:trollium]
[STATE_ADJ:ALL_SOLID:trololol]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:trollium]
[STATE_ADJ:LIQUID:trololololol]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:6:0:1]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:10338]
[MELTING_POINT:10078]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:900]
[LIQUID_DENSITY:800]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:70000]
[IMPACT_FRACTURE:560000]
[IMPACT_STRAIN_AT_YIELD:39]
[COMPRESSIVE_YIELD:70000]
[COMPRESSIVE_FRACTURE:560000]
[COMPRESSIVE_STRAIN_AT_YIELD:180]
[TENSILE_YIELD:20000]
[TENSILE_FRACTURE:160000]
[TENSILE_STRAIN_AT_YIELD:10]
[TORSION_YIELD:20000]
[TORSION_FRACTURE:160000]
[TORSION_STRAIN_AT_YIELD:26]
[SHEAR_YIELD:20000] no data
[SHEAR_FRACTURE:160000]
[SHEAR_STRAIN_AT_YIELD:26]
[BENDING_YIELD:20000]
[BENDING_FRACTURE:160000]
[BENDING_STRAIN_AT_YIELD:10]
[MAX_EDGE:0]
[ABSORPTION:100]
[REACTION_CLASS:FAT]
[MATERIAL_REACTION_PRODUCT:RENDER_MAT:LOCAL_CREATURE_MAT:TALLOW]
[STOCKPILE_GLOB]
[ROTS]
[GENERATES_MIASMA]
[BUTCHER_SPECIAL:GLOB:NONE]

Because I know you made the bones of one of your necromancers into steel or something but I don't know how to do that, help please? No one else seems to know/care enough about it, so thats why I put this here, sorry bout that.

Also if you want to know WHY I want this, read this thread:
http://www.bay12forums.com/smf/index.php?topic=19244.0

My trick is that the interaction forces a transformation syndrome onto the target creature. You can take a look at how I do it in the lich/infernomancer interaction files, but essentially you're going to have to make a creature that has the qualities you want, then make the animation use [IT_REQUIRES:FIT_FOR_RESURRECTION] and a transformation, that way only torsos/not limbs will be raised, and they'll transform into the target creature when raised.

Well, after some mindless raiding, got my lich's right leg torned off by a werescorpion...there are two werescorpions in that lair.

According to that, lich might not be as good as a choice like vamp/werewolf, because there is no way to fixed your limb through necromancy...

I mean, lich won't die and can always fight back with full power, no matter how hard she got beaten up. That is ultimately durable, but she got some critical inconvenience compared with master vampire. Master vampire is still the top 1 choice.  :-\

You won't think that if you get your skull caved in, liches have [NOTHOUGHT], so they're damned near unkillable. However, I do agree that getting de-limbed is rather inconvenient, so I'll look into finding ways of fixing this, maybe making a special body and removing the stance tags from the legs. Also you can still fly, so don't get too upset.
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Previous mod (34.11):
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http://www.bay12forums.com/smf/index.php?topic=103747.0

Mr Space Cat

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Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #256 on: August 29, 2012, 07:40:17 pm »

I dunno if this would be possible codewise (I've yet to get into the modding), but it's an idea.  The game already lets you reanimate random arms and heads; why not make some special reanimation or reaction that makes lich limbs reanimate automatically when lopped off? Or make them huskify or become thralls?

Heck, maybe you could just make a power that reconnects lich limbs to their owners.  Lose an arm? Reconnect that arm using your undead lich magic and stich yourself back together in seconds.

It's just an idea, but it'd make liches much more harder to kill if they could just stitch pieces of themselves back together like some Frankenstein monster thing...or you could just mod a stitched together corpse monster instead.  :P
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Xangi

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Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #257 on: August 29, 2012, 07:43:23 pm »

I dunno if this would be possible codewise (I've yet to get into the modding), but it's an idea.  The game already lets you reanimate random arms and heads; why not make some special reanimation or reaction that makes lich limbs reanimate automatically when lopped off? Or make them huskify or become thralls?

Heck, maybe you could just make a power that reconnects lich limbs to their owners.  Lose an arm? Reconnect that arm using your undead lich magic and stich yourself back together in seconds.

It's just an idea, but it'd make liches much more harder to kill if they could just stitch pieces of themselves back together like some Frankenstein monster thing...or you could just mod a stitched together corpse monster instead.  :P
I wish, but you can't stitch people back together. You also can't reanimate your lich parts due to you not technically being alive.
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Previous mod (34.11):
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http://www.bay12forums.com/smf/index.php?topic=103747.0

Mr Space Cat

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Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #258 on: August 29, 2012, 08:01:42 pm »

That's a shame. Guess liches can just throw their lost left foot at baddies, "shattering the skull and tearing the brain!" instead.
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detroy

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Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #259 on: August 30, 2012, 05:16:56 am »

That's a shame. Guess liches can just throw their lost left foot at baddies, "shattering the skull and tearing the brain!" instead.

Did that, and my right leg smashed a human pikeman's false rib.  But that stitching idea is as good as horror movies. ;D

My idea is that lich can use some magic tricks or potions to heal, I prefer potions.
« Last Edit: August 30, 2012, 05:21:24 am by detroy »
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Pokon

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Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #260 on: September 01, 2012, 09:22:03 pm »

Well, I have decided to make my stand and post in the other catagory. What I am suggesting? Jinfolk! Each are semimegabeasts, each with potent magic's that make fighting them harder then usual.

Dinjin: Can fly (duh). Has the ability to transform into a very fast ball of gas, and can also throw around balls of wind that have the force of a hammerstrike. Can move rather fast and has a nice dodge skill.

Efferit: Can move through magma, fire, ect. Has the ability to transform into a ball of fire, and is a pain to fight in physical combat. Has the highest unarmed combat ratings among the four. Can throw fireballs, and it's flaming skin makes it unfeasable to fight unarmed.

Dou: Stupidly tough. Skin has several types of rock embeded in it (al la magma men) and is the hardest to kill with physical wepons amongst the group. Has no ranged attacks, but hits the hardest out of the four with unarmed combat.

Marid: The largest of the four. Can breath water and can freeze things with a touch. Can spew a burst of freezing gas as well, and can use it's physical size to it's advantage, along with the ability to use weapons well.

Now, the main "gimmick" they would have is that they have the ability to take over civ's, and have the ability to pass on the "wish" secret. The wish secret is basicly a in-all immortality one, with a infinite lifespan, inproved traits, ect. This might be different then the other groups in this mod, but verity is always good.
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Xangi

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Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #261 on: September 02, 2012, 02:40:05 pm »

Well, I have decided to make my stand and post in the other catagory. What I am suggesting? Jinfolk! Each are semimegabeasts, each with potent magic's that make fighting them harder then usual.

Dinjin: Can fly (duh). Has the ability to transform into a very fast ball of gas, and can also throw around balls of wind that have the force of a hammerstrike. Can move rather fast and has a nice dodge skill.

Efferit: Can move through magma, fire, ect. Has the ability to transform into a ball of fire, and is a pain to fight in physical combat. Has the highest unarmed combat ratings among the four. Can throw fireballs, and it's flaming skin makes it unfeasable to fight unarmed.

Dou: Stupidly tough. Skin has several types of rock embeded in it (al la magma men) and is the hardest to kill with physical wepons amongst the group. Has no ranged attacks, but hits the hardest out of the four with unarmed combat.

Marid: The largest of the four. Can breath water and can freeze things with a touch. Can spew a burst of freezing gas as well, and can use it's physical size to it's advantage, along with the ability to use weapons well.

Now, the main "gimmick" they would have is that they have the ability to take over civ's, and have the ability to pass on the "wish" secret. The wish secret is basicly a in-all immortality one, with a infinite lifespan, inproved traits, ect. This might be different then the other groups in this mod, but verity is always good.

I might do that, not sure. ATM my new semester just started and I'm already swamped with work, so the next update might take some time.
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Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0

davros

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Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #262 on: September 26, 2012, 12:21:35 pm »

Thanks for this mod. Downloading now.
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Quote from: Malarauko
I had an above ground garden built in the grounds of my castle and two young dwarves spent time socialising there over the summer and at the end of the summer they were in love. Remember those long summers of your childhood? That first kiss in the gardens while crossbows dwarves shoot goblins above your head? The rain of dead birds as the hunters get to work? Truly Spearhills is a paradise.

Gaybarowner

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Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #263 on: October 21, 2012, 02:11:10 pm »

Question.. I understand that secret/werebeast/vamp curses are set to 0 so they do not interfere with the creatures but is setting secrets add more liches and other secret books?
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Gaybarowner

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Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #264 on: October 21, 2012, 03:34:28 pm »

While I am at it How can you become a Vampire lord? I have his corpse on me I drank the blood no Advil
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Eric Blank

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Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #265 on: October 21, 2012, 04:06:16 pm »

"-Slashers "slash" attack seems underpowered. No idea why, it has 1000 percent penetration and 100 contact. Still extremely effective in combat though, they just can't dismember people."

This can probably be improved by setting contact area to a lower number. Lower numbers mean the same force over a smaller area, resulting in much more damage being done to that area. If you set it to 1, for example, you'd be delivering 100x more force to the area now affected by it than that area would experience if it were spread out. This can make a punch shatter bones regularly, even from a fairly average-strength no-skill loser.

Question.. I understand that secret/werebeast/vamp curses are set to 0 so they do not interfere with the creatures but is setting secrets add more liches and other secret books?

No, setting the night creature/secret counts in advanced worldgen to any number greater than 0 will cause the game to generate those vanilla interactions, which will dilute this mod's additions, meaning you'd see less of this mod's content and some of the vanilla-generated interactions. Setting the secret count to 1 will permit vanilla necromancer towers, though.

Since I don't actually use this mod, I have no idea how a vampire lord works, sorry.
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Gaybarowner

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Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #266 on: October 21, 2012, 04:23:18 pm »

"-Slashers "slash" attack seems underpowered. No idea why, it has 1000 percent penetration and 100 contact. Still extremely effective in combat though, they just can't dismember people."

This can probably be improved by setting contact area to a lower number. Lower numbers mean the same force over a smaller area, resulting in much more damage being done to that area. If you set it to 1, for example, you'd be delivering 100x more force to the area now affected by it than that area would experience if it were spread out. This can make a punch shatter bones regularly, even from a fairly average-strength no-skill loser.

Question.. I understand that secret/werebeast/vamp curses are set to 0 so they do not interfere with the creatures but is setting secrets add more liches and other secret books?

No, setting the night creature/secret counts in advanced worldgen to any number greater than 0 will cause the game to generate those vanilla interactions, which will dilute this mod's additions, meaning you'd see less of this mod's content and some of the vanilla-generated interactions. Setting the secret count to 1 will permit vanilla necromancer towers, though.

Since I don't actually use this mod, I have no idea how a vampire lord works, sorry.
Ah I see well thanks for the advice friend!
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davros

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Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #267 on: October 21, 2012, 05:40:37 pm »

"-Slashers "slash" attack seems underpowered. No idea why, it has 1000 percent penetration and 100 contact. Still extremely effective in combat though, they just can't dismember people."

This can probably be improved by setting contact area to a lower number. Lower numbers mean the same force over a smaller area, resulting in much more damage being done to that area. If you set it to 1, for example, you'd be delivering 100x more force to the area now affected by it than that area would experience if it were spread out. This can make a punch shatter bones regularly, even from a fairly average-strength no-skill loser.

Question.. I understand that secret/werebeast/vamp curses are set to 0 so they do not interfere with the creatures but is setting secrets add more liches and other secret books?

No, setting the night creature/secret counts in advanced worldgen to any number greater than 0 will cause the game to generate those vanilla interactions, which will dilute this mod's additions, meaning you'd see less of this mod's content and some of the vanilla-generated interactions. Setting the secret count to 1 will permit vanilla necromancer towers, though.

Since I don't actually use this mod, I have no idea how a vampire lord works, sorry.
Ah I see well thanks for the advice friend!
The vampire thing is a vanilla df problem. No way too stop it.
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Quote from: Malarauko
I had an above ground garden built in the grounds of my castle and two young dwarves spent time socialising there over the summer and at the end of the summer they were in love. Remember those long summers of your childhood? That first kiss in the gardens while crossbows dwarves shoot goblins above your head? The rain of dead birds as the hunters get to work? Truly Spearhills is a paradise.

Callumagus

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Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #268 on: October 28, 2012, 01:58:59 pm »

I have a question about secrets.

I'm using your mod along with my own mod which mostly consists of some extra secret interactions I wrote that create other types of mages using interactions from The Spellbook (thread). I've noticed a couple things.

Firstly, a heads up: the formatting in the histfiles for people getting touched by fiends is a bit off, so it will say "The inferno fiend X touchedthe elf..." with no space between "touched" and "the".

Secondly, I know it's been said before, but all of my fiends die out in worldgen. I wouldn't mind this, but they all seem to get killed without actually passing on their secrets. I'm trying to create an environment where there are about 5 secrets and all of them are fairly prevalent, so I've generated a lot of worlds while researching this... I've noticed that in every encounter with fiends, one of the following seems to happen:

1) Fiend is killed outright
2) Fiend kills the enemy outright
3) Fiend manages to pass on a secret to its enemy, but then proceeds to kill it.

It seems to be incredibly rare that a fiend fights someone, passes on a secret to them, and that person survives to carry that secret on. In fact, of the 4 worlds I've recently generated, it's happened a total of once.

Is there any way of ensuring that the fiends create a reasonable amount of mages? If 10 lich fiends are dying for every 1 lich that is actually created, I don't think they're doing their job. It'd be great if I could figure out some way of getting the fiends to transfer their secrets, then leave, or to get them to survive longer. Maybe if I made them not immune to fear, then gave them an ability with a USAGE_HINT of FLEEING that makes them invulnerable so that they can escape from combat (and so they never actually die)? Thoughts on whether that would work?

Also, you obviously have some experience with creating secrets and getting them to show up in world gen. Do you have any advice on how I can increase the number of necromancer, infernomancers, and other mages in my world? Currently I'm simply using slabs and your fiends (though the fiends don't do much), but I'm considering other methods such as a vampire-style "curse" from the gods or maybe rare plants that, when eaten, transfer the secret. Any thoughts or advice?

Thanks in advance.
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Xangi

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Re: <<Fear The Night!>> v1.3 *Draugr, Tomb Lords and Wights!*
« Reply #269 on: November 06, 2012, 08:52:04 pm »

I have a question about secrets.

I'm using your mod along with my own mod which mostly consists of some extra secret interactions I wrote that create other types of mages using interactions from The Spellbook (thread). I've noticed a couple things.

Firstly, a heads up: the formatting in the histfiles for people getting touched by fiends is a bit off, so it will say "The inferno fiend X touchedthe elf..." with no space between "touched" and "the".

Secondly, I know it's been said before, but all of my fiends die out in worldgen. I wouldn't mind this, but they all seem to get killed without actually passing on their secrets. I'm trying to create an environment where there are about 5 secrets and all of them are fairly prevalent, so I've generated a lot of worlds while researching this... I've noticed that in every encounter with fiends, one of the following seems to happen:

1) Fiend is killed outright
2) Fiend kills the enemy outright
3) Fiend manages to pass on a secret to its enemy, but then proceeds to kill it.

It seems to be incredibly rare that a fiend fights someone, passes on a secret to them, and that person survives to carry that secret on. In fact, of the 4 worlds I've recently generated, it's happened a total of once.

Is there any way of ensuring that the fiends create a reasonable amount of mages? If 10 lich fiends are dying for every 1 lich that is actually created, I don't think they're doing their job. It'd be great if I could figure out some way of getting the fiends to transfer their secrets, then leave, or to get them to survive longer. Maybe if I made them not immune to fear, then gave them an ability with a USAGE_HINT of FLEEING that makes them invulnerable so that they can escape from combat (and so they never actually die)? Thoughts on whether that would work?

Also, you obviously have some experience with creating secrets and getting them to show up in world gen. Do you have any advice on how I can increase the number of necromancer, infernomancers, and other mages in my world? Currently I'm simply using slabs and your fiends (though the fiends don't do much), but I'm considering other methods such as a vampire-style "curse" from the gods or maybe rare plants that, when eaten, transfer the secret. Any thoughts or advice?

Thanks in advance.

Well, I just glanced at this today in my hour of free time and thought I'd give a quick answer. I fixed the "touched" thing right now, but the fiends getting killed is not something easy to fix. Frankly the actions taken during worldgen are not really governed by creature structure more than just extremely basic guidelines, perhaps next version we'll get more control. Also, making more towers is a pain, but you could make the secret able to be passed as a curse, then remove all vampires. That will make it astoundingly common.
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A spooky ghost.

Previous mod (34.11):
<<Fear The Night!>>
http://www.bay12forums.com/smf/index.php?topic=103747.0
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