Hey everyone,
Soon enough I'm back from my trip and I'm going to start working on DF again. Some might have noticed that I appear in the forums more often lately. One thing I really want to do is pick up a project a user named Eko started:
http://www.bay12forums.com/smf/index.php?topic=142899.0 He abandoned the idea; and I tried my hand at it, coming up with a slightly different concept and design:
http://www.bay12forums.com/smf/index.php?topic=142899.msg6409254#msg6409254To sum it up real quick: A good, water-based snake/merfolk people called Naga. Egg-layers, workshop require water to work, they move faster and get special abilities in water, aquatic pets, and they can create aquifers.
BUT! I stumbled into a lot of problems when testing features. I'd love some feedback or other modders to come up with alternatives or fixes; or some dfhack scripts that might circumvent the biggest issues.
- Egg-laying civs. Do they work in the current version or die out in worldgen? Are the eggs fertilized? Can I stop the civ from bringing eggs to the food-stockpile and eating them?
- Interactions, self-targetted, with IE_LOCATION:IN_WATER do trigger, but very randomly and very seldomly. I tried making Naga affect themselves with a syndrome that gives 300% speed when in water, it works, but they only use it very rarely. Dfhack could probably fix that.
- I need a way for a workshop to create a 3/7 aquifer. Even amphibic and aquatic civ-members think deep water is bad, so 3/7 is best. (1-2 evaporates, 4-7 is dangerous terrain). I'd really need a dfhack script that plants a water source at a location, triggered from a workshop. I thought about a 3x3 workshop with 4 reactions, one for each direction.
- Aquatic pets love 7/7 water, but panic in 1-6/7 water. This means that there is no interaction between pets and owners. Civ-members will not path into deep water, pets will not path out of deep water. This means no shearing, milking, pasturing, training, butchering, etc. I tried amphibic pets, but I might as well take land-based pets then, because amphibic sharks just "walk" around on land all the time. I also tried giving them nobreathe when Naga are nearby, but nobreathe aquatic creatures also path onto land, just to suffocate as soon as the nobreathe effect wears off. In short: Is there any way to get aquatic pets into 1-3/7 water, or civ members into 4-7/7 water?
- The alternative would be using aquariums and vermin-sized pets, like electric eels and jellyfish, and custom reactions to harvest/milk them. I havent tried this in ages, but can spawnunit create vermins in traps, do they breed, can specific vermin be used in reactions? I think not...
- SPECIFIC_FOOD:X does not seem to work on civ members. Couldnt find a way around that.
- Kelp and coral-growing should take a lot of time, a timer-based createitem script triggered in the workshop would be nice. A bit like simulating a farmplot, just that it requires ingredients and water, instead of soil and seeds.
- I'd love do so some electric and ice magic for them. Electrocution fits well with tritons, greek goods, and people standing around in water; while ice magic would be highly effective because of the water, freezing traps are easy to make if you have lots of water around. Electrocution I can simulate with interactions and syndromes; but for ice/temperature control I'd have to use dfhack. Roses and me talked about this specific trap once.
Is anyone interested in such a project? Because without help, I can't do it. My alternative would be a nature-based civ, either make Elves playable (would also love some plant/tree growing scripts), or an Insect/Hivemind race, that developes based on organic foods they eat... surface, cavern 1, 2 and 3 would get different grasses and your units mutate into different types based on the grasses they have access to.