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Author Topic: Alien Hive Mod Idea  (Read 3442 times)

Meph

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Re: Alien Hive Mod Idea
« Reply #15 on: December 27, 2012, 11:39:26 am »

I do have facehuggers in masterwork. Vermin that bite, if a person it bitten, he is most likely infected with an egg... after a wait period, a "green devourer" hatches (dwarf transforms into green devourer)

Now that you guys say it, I should probably import that xenomorph creature and replace the green devourer with it.

You cant change alliances with transformation. Dfhack can(?) do it, but nothing modding can do affects civ alignement. I tried quite long on that, and hugo_the_dwarf as well.
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Di

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Re: Alien Hive Mod Idea
« Reply #16 on: December 27, 2012, 02:48:24 pm »

And how about paralysing/putting to sleep both the facehugger and victim for a time of hatching, then transform the hugger and kill victim? Victim will also need those husky tags so it wont be killed to early. Transform to chestbuster interaction may require target that has already been affected by previous interaction.
Chestbuster phase should end before adult transformation takes place.

To sum up: you won't have Urist mc'Ripleys running around and jumping in magma to kill what hatches inside them. But you can have creatures that require enemies to procreate. Though you'll probably need a rare caste of them to breed normally so they won't die out during world gen.
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Hugo_The_Dwarf

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Re: Alien Hive Mod Idea
« Reply #17 on: December 27, 2012, 02:54:33 pm »

The best you can do it put them on the UNDEAD faction with NOT_LIVING and OPPOSSED_TO_LIFE tags (making them hate all living things and ignore other undead/not living things)

But yes no way to change civ alignement, someone also mentioned that CRAZED makes a creature attack everything that is not a CRAZED verison as well (by this I mean 2 CRAZED dogs won't attack each other but they will attack a CRAZED cat)
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JediaKyrol

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Re: Alien Hive Mod Idea
« Reply #18 on: December 27, 2012, 04:10:24 pm »

And how about paralysing/putting to sleep both the facehugger and victim for a time of hatching, then transform the hugger and kill victim? Victim will also need those husky tags so it wont be killed to early. Transform to chestbuster interaction may require target that has already been affected by previous interaction.
Chestbuster phase should end before adult transformation takes place.

To sum up: you won't have Urist mc'Ripleys running around and jumping in magma to kill what hatches inside them. But you can have creatures that require enemies to procreate. Though you'll probably need a rare caste of them to breed normally so they won't die out during world gen.

That would probably be best...if it's the facehugger creature that changes to a chestburster, you won't have to worry about alliance because it was yours to begin with.  An alternative...You could have the chestburster interaction kill the host and transform the chestburster instantly...just abuse the DF time dilation effect to explain it.
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Meph

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Re: Alien Hive Mod Idea
« Reply #19 on: December 27, 2012, 06:42:22 pm »

Multiple transformations work, if they are timed after each other.

facehugger attacks, transforms victim into immobile unkillable creature.
facehugger itself transform into "facehugger attached to a victim"
facehugger also starts the timer for these transformations:
Tranform1:START0:END:1000 => chestburster
Tranform2:START1000:END:2000 => young xenomorph
Tranform3:START2000:END:3000 => xenomorph
Tranform4:START3000:END:4000 => queen

The chestburster has a interaction that insta-kills the immobile otherwise unkillable host creature, and voila. Aliens.

Sadly, without normal mating your civ will die out in worldgen, because they wont use this system. So basically your civ should exists of facehuggers, that can give birth to facehuggers...
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GuesssWho

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Re: Alien Hive Mod Idea
« Reply #20 on: December 27, 2012, 10:52:01 pm »

Can you make one species give birth to a different one?

And I was thinking they could build things out of resin, but that might be hard to code. Maybe some way of using resin to mark the edges of the hive? Like a 'protect everything on this spot' marker?
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GreatWyrmGold

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Re: Alien Hive Mod Idea
« Reply #21 on: December 27, 2012, 11:12:22 pm »

I do have facehuggers in masterwork. Vermin that bite, if a person it bitten, he is most likely infected with an egg... after a wait period, a "green devourer" hatches (dwarf transforms into green devourer)

Now that you guys say it, I should probably import that xenomorph creature and replace the green devourer with it.
The biggest problem is that, if the xenomorphs are antagonists, you can just give them CRAZED or something to make them attack dwarves. If the xenomorphs are PROtagonists, though...

Multiple transformations work, if they are timed after each other.

facehugger attacks, transforms victim into immobile unkillable creature.
facehugger itself transform into "facehugger attached to a victim"
facehugger also starts the timer for these transformations:
Tranform1:START0:END:1000 => chestburster
Tranform2:START1000:END:2000 => young xenomorph
Tranform3:START2000:END:3000 => xenomorph
Tranform4:START3000:END:4000 => queen

The chestburster has a interaction that insta-kills the immobile otherwise unkillable host creature, and voila. Aliens.
Aliens don't "grow up" into queens.
...Actually, where DO queens come from?

Can you make one species give birth to a different one?
No.
Castes can simulate that, though.

Quote
And I was thinking they could build things out of resin, but that might be hard to code. Maybe some way of using resin to mark the edges of the hive? Like a 'protect everything on this spot' marker?
Nothing that complex, but they could have a reaction to make resin blocks. Give the resin that tag that changes the name of blocks and make it "resin globs" or something if you like.
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The Scout

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Re: Alien Hive Mod Idea
« Reply #22 on: December 27, 2012, 11:18:39 pm »

Well, it all depends. The movies and stuff aren't really helpful, but some of the games fill out the entire picture. I'd probably use AvP Extinction as a guide.
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GuesssWho

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Re: Alien Hive Mod Idea
« Reply #23 on: December 27, 2012, 11:39:38 pm »

The queens are a caste, like with bees.
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JediaKyrol

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Re: Alien Hive Mod Idea
« Reply #24 on: December 28, 2012, 11:06:33 am »

If you make the Facehuggers not die of old age and give them a huge starting population...then end history gen at year 1, you should have enough to found a civ.

Queens would be a srare caste...or have a "royal jelly" food that turns a regular xenomorph into a queen.  Oh, in the Aliens vs. Predator FPS games, regular xenomorphs mutated into a super-warrior Praetorian when they ate Royal Jelly...and the Praetorians eventually became Queens or a "King" if there already was a queen.

Ah.  This might help.
http://avp.wikia.com

Would be awesome to get some host-based strains in...but hoo...that would be a bugger to add.

Oh yeah...Alien civ would be really hard now that I think on it...they can't use tools...so no mining or forestry...a site would have to be something like a workshop that requires nothing to build, but makes resin, and then everything else using resin.  Would be best if you could use DFHack to embark on a city.
« Last Edit: December 28, 2012, 11:55:55 am by JediaKyrol »
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nekronuke

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Re: Alien Hive Mod Idea
« Reply #25 on: December 28, 2012, 03:14:44 pm »

I tried this before. Apparently laying eggs in things is impossible, according to people on here
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sackhead

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Re: Alien Hive Mod Idea
« Reply #26 on: December 28, 2012, 03:38:48 pm »

you could make them lay eggs in nest boxes and then have a reaction that takes eggs+a corpse (or some body part if you cant use corpses in reactions) and creates new aliens using boiling stone summoning techniques, then just give the eggs a real long hatch time so they wont hatch normally

then you make the non queen casts lay resin blocks
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JediaKyrol

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Re: Alien Hive Mod Idea
« Reply #27 on: December 28, 2012, 05:09:31 pm »

I could have sworn someone made an egg-laying civ...
oh wait no you said "IN"...yeah...that's why you use an interaction to just change the facehugger into a chestburster and kill the host at the same time.  Makes sense in Fortress mode because time is all messed up anyway.  A week goes by in 5 minutes, but some dorfs only eat every 30 minutes...
« Last Edit: December 28, 2012, 05:13:09 pm by JediaKyrol »
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Meph

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Re: Alien Hive Mod Idea
« Reply #28 on: December 28, 2012, 05:33:00 pm »

Quote
you could make them lay eggs in nest boxes and then have a reaction that takes eggs+a corpse (or some body part if you cant use corpses in reactions) and creates new aliens using boiling stone summoning techniques, then just give the eggs a real long hatch time so they wont hatch normally

then you make the non queen casts lay resin blocks

That would work.
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GuesssWho

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Re: Alien Hive Mod Idea
« Reply #29 on: January 09, 2013, 06:08:14 am »

Anyone know how to actually code that?
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