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Author Topic: Dwarf Fortress from a Primal World (Evolution-like Raw modding)  (Read 9658 times)

IndigoFenix

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Re: Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« Reply #60 on: October 09, 2014, 01:02:40 pm »

Going to need to have Indigo reduce the size of his creatures sometime, unless his creatures have acheived over a cm3.

They are aggregate colonies of the former, single-celled life forms, like volvox.  *shrug*  I guess I'm just in a hurry to reach larger, non-vermin scales.  Because vermin don't really work as creatures proper in the game... they can't react to other creatures, fight (except with vermin bites, which only works on non-vermin), reproduce, or eat.  Vermin predators won't hunt other vermin, either.

Zanzetkuken The Great

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Re: Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« Reply #61 on: October 09, 2014, 03:41:28 pm »

They are aggregate colonies of the former, single-celled life forms, like volvox.  *shrug*  I guess I'm just in a hurry to reach larger, non-vermin scales.  Because vermin don't really work as creatures proper in the game... they can't react to other creatures, fight (except with vermin bites, which only works on non-vermin), reproduce, or eat.  Vermin predators won't hunt other vermin, either.

That's why I am going to spend the next update for my creatures entirely for creating organs to function as a larger than 1cm3 creature.
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Timeless Bob

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Re: Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« Reply #62 on: October 09, 2014, 06:30:15 pm »

As a tangent, did you know that there are non-photosynthetic plants that grow in darkness because they have a mutualistic relationship to a certain type of fungus?  Check it out.  I think I just found the real-world equivalent of dwarven farming...
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Zanzetkuken The Great

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Re: Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« Reply #63 on: October 09, 2014, 08:21:21 pm »

So...the way I have the next predator in the Gusk descendant chain working is that their internal organs are routed to have them sweat out the blood of the creatures they feast upon.
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Chevaleresse

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Re: Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« Reply #64 on: October 09, 2014, 08:33:15 pm »

I was gonna make an evolved herbivore that was simply much larger than the Gusk as a survival mechanism, but needed to graze to survive.
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Zanzetkuken The Great

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Re: Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« Reply #65 on: October 09, 2014, 08:36:13 pm »

I was gonna make an evolved herbivore that was simply much larger than the Gusk as a survival mechanism, but needed to graze to survive.

As we don't have any creatures above a centimeter, anything like that is just going to be cosmetic fluff at this point.

Edit: Added the Strith.  Basically all the changes were is to give them organs.
« Last Edit: October 09, 2014, 09:30:52 pm by Zanzetkuken The Great »
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Zanzetkuken The Great

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Re: Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« Reply #66 on: October 10, 2014, 11:27:30 am »

Reworked the Chart to mark how far removed from the Proginator a race is, red placeholder boxes for where creatures/plants do not exist yet, gave it a background, and reorganized it to include the boxes that had been placed within as red.

Also, I'm making a slight change to the rulings that adding [CREATURE_CLASS:CAME_FROM_*], where the * is the creature you are working on, is a free change on creatures with an even number 'stage'.  This is so we can build viruses for specific branches, since I doubt people besides me would want to burn a change just making a [CREATURE_CLASS:] token.
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Zanzetkuken The Great

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Re: Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« Reply #67 on: October 13, 2014, 02:23:58 pm »

The Gusk line has now scaled out of the microscopic with the Odrur.

Edit: Indigo, you fix the size of your creatures?
« Last Edit: October 13, 2014, 02:29:07 pm by Zanzetkuken The Great »
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gamerscout

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Re: Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« Reply #68 on: October 25, 2014, 06:26:15 pm »

Ptw
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Timeless Bob

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Re: Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« Reply #69 on: October 26, 2014, 01:56:01 am »

Do you suppose the reason RL creatures have had about twelve periods of die-offs/sudden speciation is because it's really just a world-builder forum game and that's how many times its been necroed?
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Re: Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« Reply #70 on: October 26, 2014, 02:22:23 am »

^^Then why don't we have a flying human caste yet?
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Re: Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« Reply #71 on: October 26, 2014, 08:28:26 am »

^^Then why don't we have a flying human caste yet?

Because they have to use more complicated code.
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Re: Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« Reply #72 on: October 26, 2014, 09:47:12 am »

PTW.

Unless it is dead. Then forget it.

I'd participate actually, but first, I want to understand the rules and how to do stuff. Seems kind of mucky to me yet...
I'm gonna read it again, and if that doesn't work, read it again after I'm a bit less tired.
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Re: Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« Reply #73 on: October 27, 2014, 12:31:20 am »

Flying human caste?  You mean pilots?
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Re: Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« Reply #74 on: October 28, 2014, 07:40:26 am »

I'm curious as to the reason that so few people are modding.  Can those who aren't explain why?
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It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
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