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Author Topic: Multicultural fortress  (Read 3038 times)

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  • Bay Watcher
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Re: Multicultural fortress
« Reply #15 on: August 11, 2013, 12:47:09 pm »

There's also the option of giving races [PET_EXOTIC].

I added [CV_NEW_TAG:PET_EXOTIC] to my c_variation_default entries for animal people, and now I can tame them and trade for them with elves. If you give them [PET] instead of [PET_EXOTIC], you can even trade them with humans and dwarves, and you may get some in migration waves. You could do the same with any [INTELLIGENT] race and, while most of the ones you encounter 'wild' will have faction affiliations, the elves would probably be happy to bring them in trade.

With the possible exception of dwarven pets, you can't assign them any labors - they're effectively just pets who can socialize. They require food and water (I haven't tried any [ALCOHOL_DEPENDENT] races, though, so it's possible they'd drink booze if you gave them that), and if you're lucky enough to buy/have one immigrate who already has the profession, they may be able to do animal training and fishing.

Notes:
[ul]
  • They aren't able to use wells, so unless the well is right at the surface of the water, you'll need to make a special watering hole for them.
  • Unlike non-sapient pets, egg-laying animal people won't starve themselves to incubate their eggs.
  • Don't give egg-layers the [BABY] tag. Babies which hatch from eggs aren't picked up by their mothers and will starve/dehydrate to death. [CHILD] tags are OK.
  • The [GRAZER] tag seems to conflict with the [INTELLIGENT] tag for pets - tamed animal people with the [GRAZER] tag die of starvation.
  • Personally I also set the animal person templates to remove the [MILKABLE] tag, because that's just gross.[/ul]
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Halfling

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Re: Multicultural fortress
« Reply #16 on: August 11, 2013, 01:16:59 pm »

Option 1. "Alliance" creature with various different creatures as its castes

Result: creatures will coexist and happily intermarry and interbreed. Dwarves will give birth to kobolds as noted above. Also they will all bleed "allied" blood and share some other things that can't be defined at the caste level.

Option 2. Being of a race is a contagious disease: When a creature arrives in your fort, after 1000 phases, have it randomize into a race with cumulative body transformation probability. Make races then spread their race instantaneously, which is a permanent body transformation into that race (and this must be set to only affect creatures you intend to transform). Since you can't transform the already transformed...

Results: Genuinely different creatures living together. When a creature has a baby, it will make it be permanently of its own race (but it should be already). Intermarriages will still exist due to migrants being married before arrival randomization and who even knows what will happen then. Your screen is flooded with transformation messages when migrants are randomized to a race. Your creatures cannot become werecreatures.

No non-buggy/hackish way to do it, unfortunately. It's something I'd like to do, too!
^


How difficult would this be to set up?

Would be a fun/interesting succession game with people having a year each.

Option 1: Easy. You just need to figure out which parts you want to put at the creature level (copy from dwarf) and which at the caste level (bodies, appearance, etc.).
Option 2: Somewhat difficult. Requires one interaction for randomization, x syndromes for randomization, x interactions to spread syndromes (where x is the number of races that should coexist) and inclusion of the interaction into the creature you're playing, and for what I think is the easiest version of accomplishing this, a copy of each race. Possibly reduced to moderate if you copy stuff from my diseases mod (old version) since I have made all those components already except for the copy races.

"Pseudocode":
Code: [Select]
Playable creature: can do interaction: randomize: self only: free action: no usage hint
Interaction: randomize: effect syndrome: affects creature playable creature:
prob: 25% - starting at 1000 phases turn to creature 1 permanently, # remember a transformed creature can't be re-transformed -> cumulative 25% probs to 100% transformed
50% - starting at 1010 phases turn to creature 2 permanently,
75% - starting at 1020 phases turn to creature 3 permanently,
100% - starting at 1030 phases turn to creature 4 permanently
creature [1-4]: does not exist in nature, copy of [dwarf, human, elf, goblin]. can do interaction [1-4]: target: touchable: free action: no usage hint: no delay
interactions [1-4]: effect syndrome: affected creature: playable creature, creatures 1-4 (just in case): 100% at 0 phases, turn to creature [1-4]

The main reason why you would want to have the copy creatures instead of syndromes adding the interactions is you can't do such cumulative randomization so (this easily), since the body transformation and being able to do the interaction are separate effects and they do not share the same PROB. To do it you would instead have cumulative probability for being able to do interaction which both transforms you and makes you able to do an interaction to make them always occur together.
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