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Author Topic: Uses for vampires!  (Read 6766 times)

Frogwarrior

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Re: Uses for vampires!
« Reply #30 on: March 07, 2012, 01:49:54 am »

Mind providing some proof with those complaints?  ;)
Dwarven vampires inherit alcohol dependency from their base creature and gain the 'no drink' tag, which halts their consumption of alcohol or water. Since they are alcohol-dependent creatures who are never drinking alcohol, they suffer from progressive sobriety.

It's fixable by adding a syndrome to dwarven blood* that removes the 'no drink' tag (temporarily or permanently, either works), but that requires a regen. If it's possible to edit existing syndromes you could try adding the drinking syndrome to cave spiders or something, but it's probably simpler to regen since your fort isn't going to be more than three weeks old anyway.

*Experiments are currently being conducted with other creatures, and these experiments seem to show that any sleeping creature is a valid target. So if you could make your own sleeping syndrome and find a way of introducing it to the livestock...

Whoa, wait a minute. Couldn't you just put the syndrome into BLOOD_TEMPLATE in material_template_default.txt?
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

Di

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Re: Uses for vampires!
« Reply #31 on: March 07, 2012, 04:24:03 am »

That's exactly what he'd suggested but in already running world that may cause crashes (mine wasn't loading at all)

Also, the vampires may be used to put someone else in jail, with the current justice system being sluggish and very inattentive this is pretty much only way to isolate those tantrumers and I have seen a tantruming dwarf killing another at the sight of a dozen witnesses not to generate a crime report and not create the case because the body wasn't found since it wasn't lost in the first place.
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Quote from: Creamcorn
Dwarf Fortress: Where you meet the limit of your imagination, moral compass, sanity and CPU processor.
http://www.bay12forums.com/smf/index.php?topic=103080.0 Fix sober vampires!
http://www.bay12forums.com/smf/index.php?topic=91442.0 Dwarven Cognitive Science

Frogwarrior

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Re: Uses for vampires!
« Reply #32 on: March 07, 2012, 12:08:09 pm »

How do you make a syndrome remove a tag? I don't see anything about it on the wiki page for syndromes.
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

smeeprocket

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Re: Uses for vampires!
« Reply #33 on: March 07, 2012, 12:23:21 pm »

IExperimented with having vampire nobility, (and some useless commoners who snuck in and drank from tahe well.) The resulring tantrum spirals from everyone being mega friendly with everyone else was too hard to manage and the fort fell apart.
I think with some micromanagement it woukd be possible to have a small group of vampires, but it's just hard to keep everyone happy that way.

Either way, I love them.

On a tablet, sorry for the typos.
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Steam Name: Ratpocalypse
Transpersons and intersex persons mod for Fortress mode of DF: http://dffd.wimbli.com/file.php?id=10204

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Di

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Re: Uses for vampires!
« Reply #34 on: March 07, 2012, 01:15:45 pm »

How do you make a syndrome remove a tag? I don't see anything about it on the wiki page for syndromes.
Wiki hasn't been updated on this matter yet. You can consult file_changes.txt in the game folder and interaction examples in according folder, also see the link in my signature for ready solution by Sutremaine.
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Quote from: Creamcorn
Dwarf Fortress: Where you meet the limit of your imagination, moral compass, sanity and CPU processor.
http://www.bay12forums.com/smf/index.php?topic=103080.0 Fix sober vampires!
http://www.bay12forums.com/smf/index.php?topic=91442.0 Dwarven Cognitive Science

Courtesy Arloban

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Re: Uses for vampires!
« Reply #35 on: March 07, 2012, 01:33:42 pm »

I've thought of a couple of things, but don't have vampires to test on. What about modding blood to be alcoholic, so the vampire gets his alcohol to go through the day?  You'd need to let him drink though.  Also as for the mining underwater, what if you put him in an airlock and fill it with water, will he then path through the water to mine?
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Maybe that the dwarves never died and everyone is just shunning them.
"Wait, what are you doing?  I don't want to go in there!  No, I'm still alive, you can't do this to me!  Is Anybody listening?  Hello... Can someone let me out?  Help me!  Is anyone there?  I'm running out of air!"

AranC23

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Re: Uses for vampires!
« Reply #36 on: March 07, 2012, 01:43:00 pm »

My experiences with the slowdown has been similar. After identification, I made a vampire into a manager.

Over time, jobs queued via the job manager started to take longer and longer to be approved. They started to take a ridiculous amount of time to complete, so much so that I ended up replacing them as manager. It might work better for a bookkeeper as that's not a time critical job, but vampires really suck (no pun intended) as managers.

I have a vampire doing management and inventory and it's gotten so slow that that he can't keep up with my management orders and the stockpile records haven't been updated in forever.  Time to replace him I guess.  Do sober dwarves still fight effectively?
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arphen

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Re: Uses for vampires!
« Reply #37 on: March 07, 2012, 01:55:21 pm »

i can't tell, most victims die to my vampires within 2 or 3 hits... they have adamantine weapons but usually kill with their bare hands instead for some reason
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Sutremaine

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Re: Uses for vampires!
« Reply #38 on: March 07, 2012, 02:36:18 pm »

Whoa, wait a minute. Couldn't you just put the syndrome into BLOOD_TEMPLATE in material_template_default.txt?
Dunno. Never thought of trying it. Looking at the creature raws it looks like the syndrome applies not to the blood template itself, but the pseudo-bodypart defined as blood and using the blood template.

I added the
[ENTERS_BLOOD]
      [SYNDROME]
         [SYN_NAME:has bitten a dwarf]
         [SYN_AFFECTED_CLASS:GENERAL_POISON]
         [SYN_INGESTED]
         [CE_REMOVE_TAG:NO_DRINK:START:0]
stuff to the end of the blood template (the 'enters blood' line is unecessary, but I wanted an exact copy of the existing functioning syndrome). It didn't bring anything up in the errorlog, but feeding on a dog didn't give any syndromes beyond the existing unnamed vampire one. I tried this with the pre-existing dwarf blood syndrome and without it, and only in the former case did the vampire drinking her own blood transmit the 'no drink' syndrome.

On the plus side, since anything with blood uses the same line of text to define it, you could use grepWin or something to find the blood text and insert the syndrome text after it. Did this for a little chitin / scale mod.

Edit: Okay, something is really weird here. Putting that syndrome in the arena on vampires causes some odd behaviour. They'll get thirsty, which is fine. In that state, drinking from a dwarf will remove the thirst status from the adventurer-style interface, but not from the fortress-style interface. Drinking repeatedly from a dwarf doesn't seem to harm it, and drinking water eventally brings up the 'you are too full' message but doesn't remove thirst from the fortress-style interface.

The same sort of thing happens with a regular dwarf. The adventurer interface is reading hungry/thirsty/drowsy, and the fortress interface is reading starving/dehydrated/drowsy. There was a difference in that drinking water removed thirst from the adventurer interface, but all things considered I don't know how the arena performance translates into fortress mode. I've never gotten any vampires to test with, pre-mod or post-mod.

More editing!: I removed the 'enters blood' line for being mechanically unecessary and the syndrome name for being uneeded. I think this might have fixed things, or maybe they weren't broke in the first place. I let dwarves and vampires mingle for a while, then took control of one of the vampires. She was thirsty and had only the vampire syndrome, so no feeding had taken place. I fed on one of the dwarves and then ran around for a bit. The problem here is that there seems to be a mismatch between the two arena views, because if you wait for a thirst indicator when running around the vampire is going to die of dehydration as soon as you switch to the fortress view. So I flipped back and forth between the two modes until the vampire was thirsty in fortress view only, and then swam across the water and headed for the top of the map. Then I watched. She headed down to the dividing water, being thirsty the whole way, and after some time standing next to the water was no longer thirsty.

So, it seems to work? But now that hunger and thirst and drowsiness are back in adventurer mode, it does weird things if you take control of a creature in the arena long enough for it to be an issue (time runs differently in the two modes). Creatures you're not controlling will sleep or drink if they need to, but they don't seem to accumulate hunger or thirst when you're not controlling them.
« Last Edit: March 07, 2012, 05:04:46 pm by Sutremaine »
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Frogwarrior

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Re: Uses for vampires!
« Reply #39 on: March 07, 2012, 06:02:21 pm »

Can I remove ALCOHOL_DEPENDENT rather than NO_DRINK to make it so they don't thirst but don't get sober from it? I think that would be more the behavior I'd be looking for.
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

Sutremaine

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Re: Uses for vampires!
« Reply #40 on: March 07, 2012, 06:06:22 pm »

No, it throws an error.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Frogwarrior

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Re: Uses for vampires!
« Reply #41 on: March 07, 2012, 06:38:24 pm »

Damnation. Oh well.
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

Frogwarrior

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Re: Uses for vampires!
« Reply #42 on: March 08, 2012, 01:48:07 am »

Meh, maybe I'll just remove ALCOHOL_DEPENDENT from dwarves. After all, it's not like I've ever run out of booze before. I don't usually ever run out of plants.
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

pushy

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Re: Uses for vampires!
« Reply #43 on: March 08, 2012, 10:54:29 am »

Any vampires I get in my current fort will be utilised as a secondary defence against kobolds and other trapavoid creatures trying to sneak into my fort. The entrance to my fort consists of a line of traps over a pit to get most of the goblins and stuff, then that leads straight into a room with a pasture filled with dogs (will probably be war dogs once I can be bothered to train them up), then if a kobold manages to shuffle around all the dogs undetected it'll go into a room filled with screw-pumps and the only way to reach the door would be to go right through any vampires that are pumping themselves up (and are burrowed in there so even if they go on break they're still blocking the path into the fort). Any kobold that manages to get through all of that without being caught frankly deserves the pig tail sock or whatever they're trying to steal :P Should a kobold get detected by a vampire, it's as good as dead because it would be slaughtered by the dogs as it tries to get back out of the fort.
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Quote from: Tim Edwards, PC Gamer UK
There are three things I know about dwarves:
1. They've got beards. Even the women.
2. They're short. Especially the women.
3. They're Scottish.
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