Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Assimilation Ability?  (Read 2409 times)

King Kravoka

  • Bay Watcher
  • I will eat you.
    • View Profile
Assimilation Ability?
« on: October 06, 2014, 11:29:06 pm »

How would I make a creature with an attack that not only changes the victims race, but makes them loyal to the civilization that infected them? I'm assuming a DFhack based solution will be needed, as I don't want to use the tried and true [OPPOSED_TO_LIFE]+[NOT_LIVING] solution.
Logged
Sure. Yes, you are the Silver Surfer to a very inept Galactus.

Spiderking50

  • Bay Watcher
  • Lumberjack of Hearts
    • View Profile
    • Pik-Pik Fortress: A Pikmin Mod
Re: Assimilation Ability?
« Reply #1 on: October 07, 2014, 02:54:07 am »

Yup, basically impossible without dwarf hack, and incredibly difficult with. Unless someone has already done it, which it is possible they have, it may not happen without you going out and learning to do it. DF is hard, I haven't gotten a firm grip on it yet either.
Logged
Currently on vacation. I have internet, but will update sporadically due to vacation.

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Assimilation Ability?
« Reply #2 on: October 07, 2014, 07:08:30 am »

If your civ is NO_AGING like the Warlocks in Masterwork, and all your pets and traders/caravans are NO_AGING, then it works with adding opposed to life to attackers. They will become normal zombies that ignore you, but still attack all the wildlife.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: Assimilation Ability?
« Reply #3 on: October 07, 2014, 09:19:38 am »

If your civ is NO_AGING like the Warlocks in Masterwork, and all your pets and traders/caravans are NO_AGING, then it works with adding opposed to life to attackers. They will become normal zombies that ignore you, but still attack all the wildlife.
Isn't it possible to just change the civ number with DFHack?  The target will still have all of his friends and family in the old civ, so it's not likely to lead the target to happiness... but I'd expect it to at least be possible.

There is a thread in the 3rd-party tools subforum dedicated to DFHack.  King Kravoka would likely need to use the interaction-trigger tool to launch a custom script.
Logged
Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

StupidElves

  • Bay Watcher
  • I coveted that wind, I suppose.
    • View Profile
Re: Assimilation Ability?
« Reply #4 on: October 07, 2014, 10:41:17 am »

I recommend looking at the Cybermen from the Daleks and Cybermen mod, they are able to convert people to convert all sentients to Cybermen, and they are loyal.
Logged
Accidentally made over 5000 copper maces once. I have no idea how that happened.

GENERATION 29:
The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment.

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Assimilation Ability?
« Reply #5 on: October 07, 2014, 11:36:56 am »

You could use makeown.lua to change a unit's civ to your own, and remove the invasion-related tags.  You can't use them if they aren't your race, but they will be friendly.

Granted, this was the last version.  Now that loyalties are more complex, it might not work perfectly.

King Kravoka

  • Bay Watcher
  • I will eat you.
    • View Profile
Re: Assimilation Ability?
« Reply #6 on: October 07, 2014, 01:42:04 pm »

You could use makeown.lua to change a unit's civ to your own, and remove the invasion-related tags.  You can't use them if they aren't your race, but they will be friendly.

Granted, this was the last version.  Now that loyalties are more complex, it might not work perfectly.
Yeah, that's the problem, I need the races assimilation ability to work properly even when the race is NPC.
Logged
Sure. Yes, you are the Silver Surfer to a very inept Galactus.

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: Assimilation Ability?
« Reply #7 on: October 07, 2014, 01:45:08 pm »

You could use makeown.lua to change a unit's civ to your own, and remove the invasion-related tags.  You can't use them if they aren't your race, but they will be friendly.

Granted, this was the last version.  Now that loyalties are more complex, it might not work perfectly.
Yeah, that's the problem, I need the races assimilation ability to work properly even when the race is NPC.
At present, you can hack in citizens of any particular species... but you can only assign jobs to your own civ's race.  This prevents you from assigning your chickens to hauling jobs, but also means any non-Dwarves just loaf around and eat your food.
Logged
Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

King Kravoka

  • Bay Watcher
  • I will eat you.
    • View Profile
Re: Assimilation Ability?
« Reply #8 on: October 07, 2014, 01:49:31 pm »

You could use makeown.lua to change a unit's civ to your own, and remove the invasion-related tags.  You can't use them if they aren't your race, but they will be friendly.

Granted, this was the last version.  Now that loyalties are more complex, it might not work perfectly.
Yeah, that's the problem, I need the races assimilation ability to work properly even when the race is NPC.
At present, you can hack in citizens of any particular species... but you can only assign jobs to your own civ's race.  This prevents you from assigning your chickens to hauling jobs, but also means any non-Dwarves just loaf around and eat your food.

See:
How would I make a creature with an attack that not only changes the victims race, but makes them loyal to the civilization that infected them? I'm assuming a DFhack based solution will be needed, as I don't want to use the tried and true [OPPOSED_TO_LIFE]+[NOT_LIVING] solution.

Unless you are impliying that assimilated beings will remain unusable?
Logged
Sure. Yes, you are the Silver Surfer to a very inept Galactus.

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: Assimilation Ability?
« Reply #9 on: October 07, 2014, 01:54:49 pm »

See:
How would I make a creature with an attack that not only changes the victims race, but makes them loyal to the civilization that infected them? I'm assuming a DFhack based solution will be needed, as I don't want to use the tried and true [OPPOSED_TO_LIFE]+[NOT_LIVING] solution.

Unless you are impliying that assimilated beings will remain unusable?

There's some flakiness with transformations, since it remembers its previous form in case the transformation is somehow undone (which would require an END time or DFHack).  There's a work-around on the wiki somewhere, basically you need to transform it more than once.
Logged
Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

King Kravoka

  • Bay Watcher
  • I will eat you.
    • View Profile
Re: Assimilation Ability?
« Reply #10 on: October 07, 2014, 02:18:12 pm »

See:
How would I make a creature with an attack that not only changes the victims race, but makes them loyal to the civilization that infected them? I'm assuming a DFhack based solution will be needed, as I don't want to use the tried and true [OPPOSED_TO_LIFE]+[NOT_LIVING] solution.

Unless you are impliying that assimilated beings will remain unusable?

There's some flakiness with transformations, since it remembers its previous form in case the transformation is somehow undone (which would require an END time or DFHack).  There's a work-around on the wiki somewhere, basically you need to transform it more than once.

Oh well, at least that would take time, thus making it closer to the source material.
Logged
Sure. Yes, you are the Silver Surfer to a very inept Galactus.

King Kravoka

  • Bay Watcher
  • I will eat you.
    • View Profile
Re: Assimilation Ability?
« Reply #11 on: October 07, 2014, 10:14:36 pm »

Can someone get me the link?
Logged
Sure. Yes, you are the Silver Surfer to a very inept Galactus.

milo christiansen

  • Bay Watcher
  • Something generic here
    • View Profile
Re: Assimilation Ability?
« Reply #12 on: October 09, 2014, 01:09:56 pm »

It is possible (not even all that hard really) to permanently transform a unit with DFHack, modtools/transform-unit should do that just fine. As for making the unit loyal... It is possible, though non-player race units will have issues as specified earlier.
Logged
Rubble 8 - The most powerful modding suite in existence!
After all, coke is for furnaces, not for snorting.
You're not true dwarven royalty unless you own the complete 'Signature Collection' baby-bone bedroom set from NOKEAS

Boltgun

  • Bay Watcher
  • [UTTERANCES]
    • View Profile
Re: Assimilation Ability?
« Reply #13 on: October 10, 2014, 04:44:17 am »

If you need some help making enemies loyal, I tackled this issue in 0.34.

You need to run the makeown script provided by dfhack (if it has been ported to 0.40, I did not check), then remove the invader flag and make sure that all enemies links are overwritten by something else to prevent a loyalty cascade, I used 'former prisoner'.

Makeown + removing invasion flags

Enemy link removal + cache cleanup

Add a tranformation syndrom to this (truetransform if possible) and you have a loyal citizen.

Icing to the top, these changes are visible in legends mode.
« Last Edit: October 10, 2014, 04:46:58 am by Boltgun »
Logged

King Kravoka

  • Bay Watcher
  • I will eat you.
    • View Profile
Re: Assimilation Ability?
« Reply #14 on: October 10, 2014, 05:08:54 am »

If you need some help making enemies loyal, I tackled this issue in 0.34.

You need to run the makeown script provided by dfhack (if it has been ported to 0.40, I did not check), then remove the invader flag and make sure that all enemies links are overwritten by something else to prevent a loyalty cascade, I used 'former prisoner'.

Makeown + removing invasion flags

Enemy link removal + cache cleanup

Add a tranformation syndrom to this (truetransform if possible) and you have a loyal citizen.

Icing to the top, these changes are visible in legends mode.
Would it be possible to make it so, say,  the race responsible for the assimilation is NPC controlled and any victims will be loyal to the NPC empire?
Logged
Sure. Yes, you are the Silver Surfer to a very inept Galactus.
Pages: [1] 2