Hey all
I've gotta say, that out of all the masterwork races, the warlocks are definitely one of the most fun to me. They also, IMO, need the most upgrading
I've given a lot of thought onto what can be used to help the Meph update Warlocks, but unfortunately my own busy life has prevented me from actually sitting down and physically coding everything out. My hope is that someone will be able to take what I've got to say here and be able to at least begin coding
Something that I've noticed is a problem is being able to revive a warlock while giving them a fitting tomb because of the range of the Necromantic Shrine. To fix this, I figure create a 1x1 building, called a Necromantic Focus or something more fitting, and have the reaction there also. Have the reaction itself be the same as the shrine, 3 souls, but require a dreadnought metal block, slab, and a soul phylactery to build. That way, the building can fit easily in a fancy tomb but makes it a higher end luxury.
To do this, first the actual building would have to be created in building_warlock. I vote for the dreadnought block as a building material simply because is prevents confusion when looking at stocks ("why cant I use all by bars???").
Then, create the reaction for warlock revival. In reaction_warlock, you can just copy-paste the warlock revival reaction from the Necromantic Shrine. Just make sure that the actual reaction name and relevant building are changed.
Lastly, have the new building and whatever reactions creates placed into the entity_evil_warlock.
My next idea is a little bit more ambitious. It entails setting up the groundwork for creating new civ members. My idea is to add 3 leather "tools" that serve as reagents for the civ member creation reactions. These leather tools would be a "preserved head", "preserved upper torso" and "preserved lower torso". I figure this will allow for easy check into what you have, w/o cluttering up the menus.
Actually creating the leather tools themselves wouldnt be too crazy. This would entail adding them in item_tool_warlock.
The follow up to creating the tool items is how to get them. A simple reaction requiring meat and bones at the morgue I feel would be fitting. Maybe have one reaction that has 10-33-33 chance for creating a preserved head,upper,or lower torso. This would be added in reaction_warlock.
In addition, IMO I think that the only civ-members that actually need grave are the warlocks. In that end, my idea would be for "minor" warlock civ-members (at the moment only Ghouls) to ITEMCORPSE and give another item like "fallen peon" or something of that ilk. This item can then be "recycled" at the morgue for a high probability for the leather items. This however, requires another item and I dont know if the civ-members that die this way will still produce a ghost for non-burial.
Next, and the most ambitious, is the actual creation of new civ-members. The easiest would be the typical necromancer peon: sentient zombie. The cost would be cheap (but not basically free like restless walkers). They would have natural skill at wrestling and biting, while moving at a decent pace. No skill learning however.
The way I'd go about adding the sentient zombie creature would be copy-pasting ghouls from creature_warlock and use it as a base. Add in NOSLEEP,NOBREATH,NOEMOTION. They're sentient, not preMadonnas. Reduce their speed to match that of warlocks and reducing ALL their learning ability to 0. However, give them NATURAL_SKILL: 5 in WRESTLING,STANCE_STRIKE, and GRASP_STRIKE; 7 in BITE and DISSECT_VERMIN. The DISSECT_VERMIN skill, aka beast dissector, will guarantee that the sentient zombies can have their own unique tiles.
Well, I have much more but I'd have to think about it more
I hope my ideas help and
eventually come to fruition