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Author Topic: [INSECTS] - Swarm Race Ideas  (Read 16798 times)

Rumrusher

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Re: [INSECTS] - Swarm Race Ideas
« Reply #30 on: May 16, 2014, 12:53:19 pm »


I want to avoid zergling-mass rush tactics, for three reasons. 1 its hard to get attached to a specific character if they die so often, 2 kobolds do that already, 3 fps death.


Mmmm, the main difference between sectoids and kobolds is that zerg rush is the bolds' primary strategy as well as unit type, while zerglings/termagants/what have you would be a single caste of sectoid that are meant to act as a buffer for your more useful units to take advantage of, so that invaders are whacking at nameless battledrone #127 instead of a hive queen while you get your elephant sized battle-reavers ready. Perhaps they'd be a single expendable caste similar to how dwarves tend to use guard dogs, as opposed to the sole unit in your military like how the Kobolds work.

 Still, if we're going to add that sort of unit, I'd say make their body parts disintegrate upon death to lower FPS loss, which would also work against simply spamming them 24/7; using nothing but rushers would cause you to lose biomass that could be regained as food.
Sectoids you say? now I got images of small gray aliens running around pretending to be bugs.


Herp, too much X-Com on my part, though aliens sound like a hilarious idea.
funny note those aren't sectoids but Gabronians from an old haitus forum adventure done by robocorn. also MistyBold.


okay the multi civ plugin was one of warmist's old plugins that changed the race of the migrants it even had a little Migrant list that in order swap around who comes in next, sadly over the years and horrible dfhack changing dfusion kinda feel apart and most of the tech is lost.  I thought the insect race should tackle the infestor civ, where they take over a civ already establish than just building up anew. like the only race that building on top of another civ is favorable else they have to trick folks into visiting the weird goopy bug like hive spot? "What this a Trade Depot in the middle of a forest why let's go tra.,..OH GOD THE WRYMS ARE IN MY BEARD!"
I'm for Insects knowing about building stupid dwarf/succubus/gnome/elf stuff only for doing so just to build a fake fortress to hide their lair.

wait I got a stupidly great idea what if we take the Df ai then have that run under to simulate a normal dwarf fort build and then have the player play as the bugs?
so that they can be the parasite civ.


 
here's the old Dfusion thread for folks wanting to harvest some old scripts

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DVNO

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Re: [INSECTS] - Swarm Race Ideas
« Reply #31 on: May 16, 2014, 01:55:59 pm »

You people are horrible! >:C

I can already see my adventurer coming back from a Titan hunt, tired and in need of supplies, wandering into the nearest  Dwarf Fortress symbol on my map, wandering in looking for a tradepost and wondering why the place is so quiet ...

Then when the fly wanders far enough down the trap, the trap springs, and ten thousand hungry jaws acsend from the deeps...

(Assuming the next release will be out August, and Meph will be working on that version, of course. Auto Dwarf sites the bugs could mimic and all that.)
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SabbyKat

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Re: [INSECTS] - Swarm Race Ideas
« Reply #32 on: May 16, 2014, 02:29:34 pm »

Skimmed the thread, didn't see this. if it was posted - don't shoot me!

But yes. Would being able to use prisoners you capture from invasions be viable? Maybe melting them down for 'biomass' or hell, even infesting them and turning them into some kind of basic soldier/unit for some use? I wouldn't complain about taking those dozen+ prisoners and using them as fodder/scouts for incoming invasions...
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Isngrim

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Re: [INSECTS] - Swarm Race Ideas
« Reply #33 on: May 16, 2014, 03:09:39 pm »

maybe something like the plague bearer,that explodes into a "swarm of flesh eating bugs" (necrosis effect cloud) when it nears enemies?


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Rumrusher

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Re: [INSECTS] - Swarm Race Ideas
« Reply #34 on: May 16, 2014, 03:24:02 pm »

You people are horrible! >:C

I can already see my adventurer coming back from a Titan hunt, tired and in need of supplies, wandering into the nearest  Dwarf Fortress symbol on my map, wandering in looking for a tradepost and wondering why the place is so quiet ...

Then when the fly wanders far enough down the trap, the trap springs, and ten thousand hungry jaws acsend from the deeps...

(Assuming the next release will be out August, and Meph will be working on that version, of course. Auto Dwarf sites the bugs could mimic and all that.)
bug feasting on your innards are the least of your worries given the other civs chances of being captured means either turning into a ghoul, a demon servant, some horrible dwarf experiment, Gnome druid pet, slave to some Orcs. that said Really hope we crack the Custom pregen site code so that modders can build their own civ cities the way they want to.


Skimmed the thread, didn't see this. if it was posted - don't shoot me!

But yes. Would being able to use prisoners you capture from invasions be viable? Maybe melting them down for 'biomass' or hell, even infesting them and turning them into some kind of basic soldier/unit for some use? I wouldn't complain about taking those dozen+ prisoners and using them as fodder/scouts for incoming invasions...

Like every single other civ that has abilities for prisoners yes, but I was hoping for The Swarm are pretty, and really scary that no one wants to invade them (intentionally) outside of the" orks for that's where the good fightin' is."
the whole building a facade of a Dwarf fort is to attract new prey to the hive... this also means the normal Dwarf fort now contains sleeper Swarm members who convince people to join the new fort off in the distance( or build weird buildings that you normally don't have access to in a Dwarf fort(oh god with digging invaders using fort mode commands why didn't any one figure out invaders building siege weapons and using them on your dwarves?)).

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LMeire

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Re: [INSECTS] - Swarm Race Ideas
« Reply #35 on: May 17, 2014, 05:48:39 am »

Civ-member caste idea: Cordyceps infection. Basically it'd be a parasitic fungus that you intentionally infect your warriors/workers with to remove their need to eat, drink, or sleep- at the cost of their skill-learning/rusting rates dropping to 0.
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Meph

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Re: [INSECTS] - Swarm Race Ideas
« Reply #36 on: May 17, 2014, 06:40:26 am »

Maybe insects could be normal in normal biomes, parasites in evil biomes and symbiotic in good biomes?
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Jaso11111

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Re: [INSECTS] - Swarm Race Ideas
« Reply #37 on: May 17, 2014, 07:30:20 am »

Maybe insects could be normal in normal biomes, parasites in evil biomes and symbiotic in good biomes?
I like that. After all the Swarn is not evil or good, it simply survives and adapts. 
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IndigoFenix

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Re: [INSECTS] - Swarm Race Ideas
« Reply #38 on: May 17, 2014, 02:44:19 pm »

In addition to the grass effect, counter triggers can be used to modify development.  For instance, you could give them different properties depending on whether they matured above or below ground.  If we're going with the pet-larva-to-adult route, GROUNDED_ANIMAL_ANGER could let them develop differently depending on whether or not they were crowded together in their larval phase - perhaps making them better diggers since there clearly isn't enough room for all of them.  COMBATHARDNESS is also a fun one - perhaps adults with high combat hardness can gain an ability that lets them trigger larvae to develop into soldiers.  If they are alcoholic, the lack of alcohol could also be used as a trigger.

To use counter triggers, you simply give them a self-targeting interaction that inflicts a syndrome with an effect (any single effect will do, including CE_CAN_DO_INTERACTION, plus the CDI tags), and then put a COUNTER_TRIGGER tag after the effect.  (You need a separate COUNTER_TRIGGER tag for each new effect).  For example:

Code: [Select]
[INTERACTION:DEVELOP_LARVA_INSECT]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Trigger larvae to develop into soldiers]
[CDI:INTERACTION:DEVELOP_SOLDIER_INSECT]
[CDI:USAGE_HINT:GREETING]
[CDI:TARGET:A:TOUCHABLE]
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:1200]
[CE:COUNTER_TRIGGER:COMBATHARDNESS:100:100:REQUIRED]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Trigger larvae to develop into deep form]
[CDI:INTERACTION:DEVELOP_DEEP_INSECT]
[CDI:USAGE_HINT:GREETING]
[CDI:TARGET:A:TOUCHABLE]
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:1200]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:604800:NONE:REQUIRED]

The above code will allow an insect to develop a larva into a soldier, but only if it has maximum combat hardness, or develop a larva into some kind of 'deep' form if it has spent a very long time underground.  Different castes could be given modified versions of this, so, for instance, a soldier might be able to develop larvae into an even stronger form if it becomes combat hardened.  You can have different evolutionary 'paths' occurring over multiple generations which could be modified based on the parent's lifestyles, food, etc.

If you're willing to use interaction-based AI, you can have some more interesting adaptations.

Erivor

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Re: [INSECTS] - Swarm Race Ideas
« Reply #39 on: May 17, 2014, 07:10:24 pm »

Just some thoughts:

What's their justification for going to the Circus?

They should probably be able to do something unique with Adamantine.

We really should give their race a name.
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Propman

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Re: [INSECTS] - Swarm Race Ideas
« Reply #40 on: May 17, 2014, 07:15:00 pm »

Perhaps they could metabolise the adamantine in order to grow strong exoskeletons and weapons, while the clowns act as a sorce of unique mutations.
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DeathShad0

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Re: [INSECTS] - Swarm Race Ideas
« Reply #41 on: May 17, 2014, 08:55:15 pm »

I can imagine how horrifying an insectoid race like this would be when you can send out invading armies into the map. Taking over and devouring entire sites to bolster your biomass.
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danmanthedog

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Re: [INSECTS] - Swarm Race Ideas
« Reply #42 on: May 18, 2014, 06:59:52 am »

We could make a workshop that is like the embassy but you send out real soldiers by making them into a item or pet... or something like that.
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Rumrusher

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Re: [INSECTS] - Swarm Race Ideas
« Reply #43 on: May 18, 2014, 10:02:29 pm »

We could make a workshop that is like the embassy but you send out real soldiers by making them into a item or pet... or something like that.
we could just adapt the gnome "run off to the wilds" scripting and send soldiers and bug shapeshifter off this way. the question here is I haven't played enough gnomes to see if they return back as Druids so this could be sudden death of a unit for a dfhack function call.
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IndigoFenix

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Re: [INSECTS] - Swarm Race Ideas
« Reply #44 on: May 19, 2014, 02:13:46 am »

We could make a workshop that is like the embassy but you send out real soldiers by making them into a item or pet... or something like that.
we could just adapt the gnome "run off to the wilds" scripting and send soldiers and bug shapeshifter off this way. the question here is I haven't played enough gnomes to see if they return back as Druids so this could be sudden death of a unit for a dfhack function call.

They don't come back, it is basically a sacrifice reaction without technically killing the target.  There might be a way of modifying it, though, by producing an item that could be used to call back its original creator.

On the other hand, isn't sending out armies supposed to be in the next version?
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