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Author Topic: [WARLOCK] - Discussion and Suggestions  (Read 177294 times)

mahrgell

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Re: [WARLOCK] - Dev Log - Day 6 - Alpha V0.1 Download
« Reply #255 on: January 06, 2014, 12:32:53 pm »

Hmmm, I really like your idea about squad limitations. But there is one problem. While I don't mind, that ranged units have to be in the same squad as melee units (players will adapt, not every race has to play the same) BUT... DF is simply not made for that. If you want to have 5 ranged skeletons in your 100 skeleton force... every skeleton will have to carry a quiver and ammo, since it can't be assigned individually but only on a squad level :(

jaxy15

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Re: [WARLOCK] - Dev Log - Day 6 - Alpha V0.1 Download
« Reply #256 on: January 06, 2014, 12:35:19 pm »

Hmmm, I really like your idea about squad limitations. But there is one problem. While I don't mind, that ranged units have to be in the same squad as melee units (players will adapt, not every race has to play the same) BUT... DF is simply not made for that. If you want to have 5 ranged skeletons in your 100 skeleton force... every skeleton will have to carry a quiver and ammo, since it can't be assigned individually but only on a squad level :(
The fleshmonger can lead a squad of 5, so you could turn that into a ranged squad.
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Meph

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Re: [WARLOCK] - Dev Log - Day 6 - Alpha V0.1 Download
« Reply #257 on: January 06, 2014, 12:36:48 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?
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mahrgell

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Re: [WARLOCK] - Dev Log - Day 6 - Alpha V0.1 Download
« Reply #258 on: January 06, 2014, 12:44:24 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.

jaxy15

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Re: [WARLOCK] - Dev Log - Day 6 - Alpha V0.1 Download
« Reply #259 on: January 06, 2014, 01:00:11 pm »

Withered souls can be turned into phylacteries, is that intentional? Also, I'm liking the embassy. Pestilence cutting some goblins apart is one of the best things I have seen today.
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Meph

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Re: [WARLOCK] - Dev Log - Day 6 - Alpha V0.1 Download
« Reply #260 on: January 06, 2014, 01:11:25 pm »

Yes, withered souls are still fine. You can use them.

I dont know about prices yet for the Embassy. Souls again? Coins again? Something else? Blood?

I still have to come up with an entire system for alchemy btw. ^^ And spell learning. ^^
« Last Edit: January 06, 2014, 01:31:12 pm by Meph »
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jaxy15

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Re: [WARLOCK] - Dev Log - Day 6 - Alpha V0.1 Download
« Reply #261 on: January 06, 2014, 01:38:45 pm »

Okay, so, apparently, you can use things like normal bones instead of intact corpses for the skeleton reaction that requires a corpse and a soul. I think souls sound good for the embassy.
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Meph

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Re: [WARLOCK] - Dev Log - Day 6 - Alpha V0.1 Download
« Reply #262 on: January 06, 2014, 01:43:27 pm »

The reagent is [REAGENT:B:1:CORPSE:NONE:NONE:NONE][USE_BODY_COMPONENT]. That should be corpses and cut-off pieces of corpses. Nothing from the butcher, but only things you actually killed in combat.
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jaxy15

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Re: [WARLOCK] - Dev Log - Day 6 - Alpha V0.1 Download
« Reply #263 on: January 06, 2014, 01:44:25 pm »

I know, but I still made a skeleton with just coyote bones and a soul.
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Meph

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Re: [WARLOCK] - Dev Log - Day 6 - Alpha V0.1 Download
« Reply #264 on: January 06, 2014, 01:50:15 pm »

Mh... maybe getting rid of the [USE_BODY_COMPONENT] will help with that. I only fear that these reactions will accept warlock corpses as well. So your skeleton dies, you use its corpse to make a new skeleton... and suddenly you have nothing to bury and get a skeleton ghost. ^^
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Meph

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Re: [WARLOCK] - Dev Log - Day 6 - Alpha V0.1 Download
« Reply #265 on: January 06, 2014, 02:11:17 pm »

Code: [Select]
General ideas:
- If all Warlocks are dead, your Skeletons/Ghouls slowly turn opposed to life, till you lose the fort.
- Warlocks can recruit Necromancers from tombs and towers.
- Wights, Draugrs, Tomblords, Liches, Ghosts, Werebeasts, Possessed Warlocks. All missing.
- Lovecraftian stuff.
- Warhammer Chaos.
- TES Oblivion.
- Boltguns Pets, Tentacle Monster and Pain Elementals and more.

List of missing workshops/furnaces:
- Glass Shaper = Makes alchemical tools like Retort, Alembic and Calcinator from glass.
- Chemist = Make... acids? Explosives? I dont know.
- Alchemist = Make... I got no clue. Maybe reagents for Rituals and Spells. (instead of souls)
- Doctor = More Experiments of some kind.
- Black Nest = Spawn undead skeleton dragons.
- Spawning Pool = Spawn changelings and all that fits.
- Spider Pit = Spawn spider pets and silk.
- Fortune Teller = Get a fort-wide effect for 1 month, good or bad, randomized.
- Emissary = Invite migrants, caravans and sieges.
- Warmonger = Start raids/kidnappings for prisoners or loot.
- Hoardmaster = Sell corpses and kidnapped prisoners for... stuff.
- Demonic Attorney = Sell souls to the underworld.
- Torture Chamber = Some sort of information/map system used in raids.
- Library Center = Bind and write books.
- Library 1 = 1 (maybe spell learn (done in all libraries))
- Library 2 = 2 (maybe skill teach to ghouls/skeletons)
- Library 3 = 3 (maybe better Necromancy)
- Library 4 = 4 (maybe creature charming)
- Library 5 = 5 (maybe plant summoning)
- Library 6 = 6 (maybe item summoning)
- Library 7 = 7 (maybe creature summoning)
- Library 8 = 8 (maybe gobal spells)
- Fountain of Tears = Make souls
- Fountain of Blood = Make blood
- Fountain of Bones = Make bones
- Enchanter of Weapons = Special effects for weapons
- Enchanter of Cloths = Special effects for robes/cloaks/hoods
- Fleshsmith = Build better undeads, Fleshgolem, Abominations, Monsters...
- Battleforge = Armorsets, add spikes to armor and shields for interactions
- Ebonglass Forge = Make metal-grade glasses and more expensive glasses.
- The Abyss = Summon demons.
- The Darkpact = Trade with the devil. Needs Putnams script to work without crashes.
- The Grand Convocation= Slayrace and immolate. Fort wide epic spells. Needs all libraries.
- The Eternal Rose = Stasis chamber. Keep warlocks on ice for bad times.
- Thrall Chamber = Make thralls from... prisoners? Skeleton? Ghouls?
- Vampire Crypt = Make vampires from... prisoners? Warlocks?
- Werebeasts Lair = Make werebeasts from... prisoners? Warlocks? Ghouls?
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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casino.doug

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Re: [WARLOCK] - Dev Log - Day 6 - Alpha V0.1 Download
« Reply #266 on: January 06, 2014, 03:51:27 pm »

Any chance of a light source being made from phylacteries?
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Isngrim

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Re: [WARLOCK] - Dev Log - Day 6 - Alpha V0.1 Download
« Reply #267 on: January 06, 2014, 06:07:51 pm »

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.
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megahelmet

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Re: [WARLOCK] - Dev Log - Day 6 - Alpha V0.1 Download
« Reply #268 on: January 06, 2014, 06:57:35 pm »

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.
« Last Edit: January 06, 2014, 07:27:09 pm by megahelmet »
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Nuttycompa

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Re: [WARLOCK] - Dev Log - Day 6 - Alpha V0.1 Download
« Reply #269 on: January 06, 2014, 08:02:35 pm »

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)
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