No. What would really be awesome is if these colossi evolved to shoot adamantine face-crabs at foes. When the flying spinning face-crab decapitates said foe, it climbs into the neck, animates the corpse, and turns it into an adamantine Man, which eventually grows into a colossus and repeats the process. THAT would be unforeseen, and quite a consequence that just keeps on giving!
Interesting...I DID give them the ablity RAISE DEAD, maybe I can edit that in...hm...given most of its format is replacing tags...hm...dear god, you gave me an idea....
heres the creature raw btw:
[CREATURE:COLOSSUS_ADAMANTINE]
[DESCRIPTION:A gigantic magic statue made of adamantine and bent on mayhem.]
[NAME:adamantine colossus:adamantine colossuses:adamantine colossus]
[CASTE_NAME:adamantine colossus:adamantine colossuses:adamantine colossus]
[CREATURE_TILE:'C'][COLOR:6:0:0]
[MEGABEAST][DIFFICULTY:15] 11 or higher does not get assigned as adv mode quests
[ATTACK_TRIGGER:80:10000:100000]
[FANCIFUL]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
[CAN_LEARN][CAN_SPEAK][NOEXERT][TRANCES][WEBIMMUNE][NOSTUCKINS][PARALYZEIMMUNE][NO_PHYS_ATT_RUST]
[NO_DIZZINESS]
[NO_FEVERS]
[FIREIMMUNE_SUPER]
[CAN_DO_INTERACTION:EXAMPLE_RAISE]
[CDI:ADV_NAME:Animate corpse]
[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]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Breath fire]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:FLOW:DRAGONFIRE]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]
[FLIER]
[BUILDINGDESTROYER:2]
[LARGE_PREDATOR]
[NO_DRINK][NO_EAT][NO_SLEEP]
[SPHERE:METALS]
[SPHERE:STRENGTH]
[SPHERE:WAR]
[NOT_LIVING]
[CANOPENDOORS]
[NOT_BUTCHERABLE]
[BIOME:ANY_LAND]
[EQUIPS]
[NOFEAR]
[PREFSTRING:height]
[NOBONES]
[BODY:HUMANOID:2WINGS:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[TISSUE:ADAMANTINE]
[TISSUE_NAME:adamantine:adamantine]
[TISSUE_MATERIAL:INORGANIC:ADAMANTINE]
[MUSCULAR]
[HEALING_RATE:1]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:ADAMANTINE]
[BODY_SIZE:20000000:20000000:20000000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ITEMCORPSE:STATUE:NO_SUBTYPE:INORGANIC:ADAMANTINE]
[ITEMCORPSE_QUALITY:5]
[DIURNAL]
[LAIR:SHRINE:100]
[SWIMS_LEARNED][SWIM_SPEED:2500]
also i put this at the bottom of entity default, and copied the dwarf civ data but for them, and made every civ have human type settlements, so they would spawn in the first place:
[ENTITY:MEGA_BEAST]
[CREATURE:COLOSSUS_ADAMANTINE]
[INDIV_CONTROLLABLE]
and this is the ability that i added in:
[INTERACTION:EXAMPLE_RAISE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Animated corpse]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING::EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION: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:TRANCES:LIKES_FIGHTING:MISCHIEVOUS:ENEMY_OF_LIFE:START:0]
i had to not have ENEMY OF LIFE in the colossi, so they wouldnt be attacked automatically and be unable to get quests...the main problem is they keep reviving the dead, who i have to kill AGAIN to complete the quests...so i need to modify that anyway.
this idea intrigues me. maybe by modifying and adding in lines from the WEREWOLF data, I can get this...I'll get right on that, actually.
DEAR GOD, what did you get me to do:
[CAN_DO_INTERACTION:ADAMANTCURSE]
[CDI:ADV_NAME:CONVERT]
[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:ADAMANTCURSE]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING_1: cursed ]
[IS_HIST_STRING_2: to assume the form of a wolf-like monster every full moon]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_MANUAL_INPUT:creatures]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[IE_ARENA_NAME:ADAMANTINE COLOSSUS]
[SYN_CLASS:ADAMANTCURSE]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:COLOSSUS_ADAMANTINE:DEFAULT]