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Author Topic: [WARLOCK] - Discussion and Suggestions  (Read 177271 times)

Teneb

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Re: [WARLOCK] - Dev Log - Day 6 - Alpha V0.1 Download
« Reply #270 on: January 06, 2014, 08:14:07 pm »

If you really want TES Oblivion stuff, there may be stuff in Nchardahrk that can help speed the process. Take what you want.
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megahelmet

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Re: [WARLOCK] - Dev Log - Day 6 - Alpha V0.1 Download
« Reply #271 on: January 06, 2014, 08:25:45 pm »

Wow, dark pact is amazingly fun. 5 times in a row before it crashed. Slade platemail. Slade whip. Bifrost flail of reaper. Bifrost runerobe. Magma chainaxe. Then I picked an item that didn't exist. Returning from the 'pick another item' screen it froze.

Edit: I have just made it through year one. I genned a world 150 years old. My civ had several domesticed animals at embark. Evil animals...except for Aurachocs Cows. The bone wolves I bought (which were apparantly opposed to life) ate them. Then they rose up and spent the entire next year chasing the living one.

A vampire ate one of my warlocks. I'm assuming strategic placement of bloodwine stockpiles is the only way to get them to choose wine over sleepers.

Since I embarked on a terrifying biome, it's slightly more difficult to get souls. Things keep re-animating before I can get to them. In other news, my fisher-ghouls are busy creating a massive army of mussel shells to protect the dungeon.

The orcs, taiga orcs, and goblins keep insisting on trying to trade with me. The wagons make it to my depot but the guards make a nuisance of themselves the entire time killing my uncontrolled undead.

Question: I like the theme of the military, but it has made it...dangerous to use until I have a room set up for the warlock. Perhaps, there could be just one more army group, but it can only be led by a ghoul or skeleton. Only requirement is a tomb. And since they are ghouls and skeletons, they wont get overly upset when you dont get around to it for a while.  The 9 Ring Wraiths kind of theme.

Second Question: Storing souls into phylacteries is awesome. But since I pretty much want to always store them, is there way it could automatically be done. Like looming turning thread into cloth.

Bug: No one will pick up refuse. Anywhere. Inside. Outside. Granted, most of it gets back up by itself...but the few things I manage to butcher...no one will move the bones. Also, no one wants to move dead warlocks to the corpse stockpile.
« Last Edit: January 06, 2014, 11:13:31 pm by megahelmet »
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Meph

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Re: [WARLOCK] - Dev Log - Day 6 - Alpha V0.1 Download
« Reply #272 on: January 07, 2014, 02:02:53 am »

Any chance of a light source being made from phylacteries?
No. lightsources are only decoration and have no gameplay effect, so I decided on empty hourglasses. Yes, it would make sense to use those with souls in them, but thats too expensive.

the werebeast lairs a good idea,but it should be for prisoners and warlocks only,the warlocks would get a bonus to physical attributes but lose the ability to caste higher level spells.
I would probably do a werebeast caste of warlocks. The problem is that werebeasts use transformations, drop their gear and fully heal every month. ^^

Are map wide spells possible? Like could warlocks summon randomized evil weather to assault the entire map. Seems like a good high risk/high reward spell. When used correctly it could wipe out an entire siege! When used correctly it could still wipe out your fortress. Contaminates everywhere, barefoot warlocks die.
There is already a fort-wide slay all invaders in the grand convocation. I cant do weather though... tried it, doesnt work.

I think you could use alchemy as a research system. And may be as an ingredient to perform litual to learn spell (something like make the circle of iron salt around you ,drink the fluid from oak sapling and raise your hand to accept the power of the universe :P)
Thats what I was going for, but I have no clear ideas yet as to what parts onluck which parts and so forth. ;)

If you really want TES Oblivion stuff, there may be stuff in Nchardahrk that can help speed the process. Take what you want.
Thank you. I just like the thought of hiding a few easter eggs here and there.

Wow, dark pact is amazingly fun. 5 times in a row before it crashed. Slade platemail. Slade whip. Bifrost flail of reaper. Bifrost runerobe. Magma chainaxe. Then I picked an item that didn't exist. Returning from the 'pick another item' screen it froze.

Edit: I have just made it through year one. I genned a world 150 years old. My civ had several domesticed animals at embark. Evil animals...except for Aurachocs Cows. The bone wolves I bought (which were apparantly opposed to life) ate them. Then they rose up and spent the entire next year chasing the living one.

A vampire ate one of my warlocks. I'm assuming strategic placement of bloodwine stockpiles is the only way to get them to choose wine over sleepers.

Since I embarked on a terrifying biome, it's slightly more difficult to get souls. Things keep re-animating before I can get to them. In other news, my fisher-ghouls are busy creating a massive army of mussel shells to protect the dungeon.

The orcs, taiga orcs, and goblins keep insisting on trying to trade with me. The wagons make it to my depot but the guards make a nuisance of themselves the entire time killing my uncontrolled undead.

Question: I like the theme of the military, but it has made it...dangerous to use until I have a room set up for the warlock. Perhaps, there could be just one more army group, but it can only be led by a ghoul or skeleton. Only requirement is a tomb. And since they are ghouls and skeletons, they wont get overly upset when you dont get around to it for a while.  The 9 Ring Wraiths kind of theme.

Second Question: Storing souls into phylacteries is awesome. But since I pretty much want to always store them, is there way it could automatically be done. Like looming turning thread into cloth.

Bug: No one will pick up refuse. Anywhere. Inside. Outside. Granted, most of it gets back up by itself...but the few things I manage to butcher...no one will move the bones. Also, no one wants to move dead warlocks to the corpse stockpile.
Thanks for this long report. I can certainly add AUTOMATIC to soul storage, and add a manual blood-wine feeding for vampires. Ring Wraith leader of skeleton army: Yeah, why not. The refuse is probably in your orders "dwarves ignore refuse". Because I know that it works in my test forts, and I couldnt influence the AI anyway.

On the caravans: I wish I could spawn them specifically without guards, but thats not possible. I dont know exactly how to handle traders yet.
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razorback

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Re: [WARLOCK] - Dev Log - Day 6 - Alpha V0.1 Download
« Reply #273 on: January 07, 2014, 05:18:27 am »

On the squads:

I really like the 'specialist' squads, the harbinger one seems also quite cool but maybe i don't really get the purpose rather than making a quick and large civilian army.

i would appreciate if appart from the existing ones, you could also just make infinite common seargents wich will be then propper armed melee and ranged skeleton squads or such...
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Meph

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Re: [WARLOCK] - Dev Log - Day 6 - Alpha V0.1 Download
« Reply #274 on: January 07, 2014, 05:21:00 am »

On the squads:

I really like the 'specialist' squads, the harbinger one seems also quite cool but maybe i don't really get the purpose rather than making a quick and large civilian army.

i would appreciate if appart from the existing ones, you could also just make infinite common sergeants wich will be then propper armed melee and ranged skeleton squads or such...
How would that be different from dwarves, orcs or kobolds?
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mahrgell

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Re: [WARLOCK] - Dev Log - Day 6 - Alpha V0.1 Download
« Reply #275 on: January 07, 2014, 12:05:38 pm »

Its a limitation that I didnt think of. Warlocks use magical weapons which use ammo as well. I dont know.  :-\ Maybe no ranged weapons at all? ^^ Or ranged weapons that are actually meele weapons that add an interaction to shoot?
Yeah, i think daggers adding some ranged spells would be fine. Is there some way to make those weapons get used up? either based on usage (can cast 50 times) or on time(lasts 30 days). If it is on time, it would be nice, if there was a way to store them without counting for that time. Actually the same way as it happens with food. While stored in a barrel it does not wither, but if it is lying around (or carried around) it starts to wither away.

Meph, what's about what i proposed here for the squads? Because as i said before, I would love to keep the system you had explained until now, just the ranged combat is a problem ^^

Meph

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Re: [WARLOCK] - Dev Log - Day 6 - Alpha V0.1 Download
« Reply #276 on: January 07, 2014, 01:04:20 pm »

I can make them disappear, but I cant make them not-disappear when stored. The other problem is normal ranged weapons you get from killed invaders or traders. I can add interaction-ranged weapons, but it wouldnt fix anything. Guess a second squad is a necessity. Maybe Harbinger 50 and Witchking 50. Or Tomblord, or whatever the name of the skeleton-squad leader should be.
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razorback

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Re: [WARLOCK] - Dev Log - Day 6 - Alpha V0.1 Download
« Reply #277 on: January 07, 2014, 01:10:50 pm »

harbiger: 20 for a magic only squad (i think you won't have that much spare warlocks anyway)

2 skeletonlords with each 50 (or so), for one melee and one ranged 'army'

Quote
How would that be different from dwarves, orcs or kobolds?

i think warlocks are enough differerent from other races anyway ;)


Edit:
witchking mentioned: harbinger gets a 9 slot squad.  8)
« Last Edit: January 07, 2014, 01:16:46 pm by razorback »
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Meph

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Re: [WARLOCK] - Dev Log - Day 6 - Alpha V0.1 Download
« Reply #278 on: January 07, 2014, 01:23:42 pm »

Dev Log - Day 7

A lot of interactions today. Based on Roses "The Third Age" spell learning, I started adding reactions to the libraries, using alchemical reagents to them. Each library section will train a different spell type, with the center library being responsible for writing books and buildmats for the other libraries. The libraries themselves will unlock the "High-Ritual" buildings, which give powerful effects, some of them fortress wide.

In the end it should look like this:
 - Necromancers arrive and build a dungeon.
 - Kill wildlife, resurrect more and more skeletons.
 - Attract ambushes and sieges, which are turned into more ghouls and skeletons.
 - In the meantime stripmine the ore, gather and shred all the plants, grind all the gems to dust and fell all the trees. Warlocks strip the land bare, destroying everything just to get alchemical reagents.
 - Libraries are set up, and the reagents are used to develope new spells.
 - When all libraries are set up, Warlocks get access to their best arsenal of workshops, like the Fleshsmith, the Darkpact, the Grand Convocations, the Eternal Rose and the Abyss.

One of these is finished already, the Eternal Rose. Its an odd building, but I liked the idea.

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Isngrim

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Re: [WARLOCK] - Dev Log - Day 6 - Alpha V0.1 Download
« Reply #279 on: January 07, 2014, 03:30:16 pm »

On the caravans: I wish I could spawn them specifically without guards, but thats not possible. I dont know exactly how to handle traders yet.
the merchant_bodyguards token controls if the caravans have bodyguards i think.
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shadowclasper

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Re: [WARLOCK] - Dev Log - Day 7 - Alpha V0.1 Download
« Reply #280 on: January 07, 2014, 03:39:17 pm »

Really, giving the 4 riders the ability to contain like, megabeasts, or give them megabeasts as war pets or something would pretty much enable the squads to work as they are. Failing that, giving the 4 riders their own squads like the doctor and the mistress would work as well.
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DoX

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Re: [WARLOCK] - Dev Log - Day 7 - Alpha V0.1 Download
« Reply #281 on: January 07, 2014, 09:42:00 pm »

The Eternal Rose is looking really cool Meph.

It'd make sense if it was used in some part when you get to all that Eldritch God stuff. Like, a warlock has to enter the eternal sleep to contact the deep gods, and then dies so the God can awaken.
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shadowclasper

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Re: [WARLOCK] - Dev Log - Day 7 - Alpha V0.1 Download
« Reply #282 on: January 07, 2014, 10:17:02 pm »

The Eternal Rose is looking really cool Meph.

It'd make sense if it was used in some part when you get to all that Eldritch God stuff. Like, a warlock has to enter the eternal sleep to contact the deep gods, and then dies so the God can awaken.

could it be made so only one with the ranks of Death, War, Famine, or Plague could use that reaction? Perhaps have it so that their stats effect the final reaction?

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Meph

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Re: [WARLOCK] - Dev Log - Day 7 - Alpha V0.1 Download
« Reply #283 on: January 08, 2014, 02:51:20 am »

The Eternal Rose is looking really cool Meph.

It'd make sense if it was used in some part when you get to all that Eldritch God stuff. Like, a warlock has to enter the eternal sleep to contact the deep gods, and then dies so the God can awaken.

could it be made so only one with the ranks of Death, War, Famine, or Plague could use that reaction? Perhaps have it so that their stats effect the final reaction?
No, impossible. ^^

I also cant set which caste can be a soldier, which is a pain. I can do that with nobles, but anyone can be a soldier in any squad... otherwise I would have gladly done massive skeleton squads and mage-squads separatly, but I cant.

Quote
the merchant_bodyguards token controls if the caravans have bodyguards i think.
Yes , I know. ;) But thats entity specific, not reaction specific. I cant say: "Now bring me elves without bodyguards", if they usually arrive with bodyguards. If I do remove the bodyguards, they will arrive without them even if you play orcs or kobolds or dwarves. So no, again, something I sadly cant do.

I have to figure out what exactly is needed for merchants to leave... because I would give this to all good races automaticall when they come near warlocks, that way you cant trade with them. But you can still spawn them and have them run to your depot, walking towards their doom.

Quote
t'd make sense if it was used in some part when you get to all that Eldritch God stuff. Like, a warlock has to enter the eternal sleep to contact the deep gods, and then dies so the God can awaken.
Oh, I like that. :)
« Last Edit: January 08, 2014, 02:53:09 am by Meph »
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shadowclasper

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Re: [WARLOCK] - Dev Log - Day 7 - Alpha V0.1 Download
« Reply #284 on: January 08, 2014, 02:54:20 am »

well shit. The only other thing I can think of to make War, Famine, Death, and Plague their own special things and WORTHY of it is the reaction all but turns them into megabeasts. Gives them their own unique set of spells that are basically murder on wheels.
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