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Author Topic: Golems for the Myth and Magic Update  (Read 2386 times)

Etc_Guy

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Golems for the Myth and Magic Update
« on: June 06, 2020, 06:23:36 pm »

Since the next major update will be focused around magic, a staple of fantasy has not been mentioned by Toady of being a possibility. The Golem. Animated statues of inorganic materials, golems are an ancient concept of robots. Soulless automatons who serve their master without the needs of a human or animal. Dwarf Fortress already has a few creatures made of inorganic substances like Bronze Colossi and Iron Men so this idea isn't out of place to the setting.

Golems could be created by a specific profession tied to magic in addition to a workshop. They need a source of magic to be animated. Either by runes or enchanted mask (depending on what is possible in the Myths and Magic update). Dwarves and humans will use rune-animation while animal men tribes and elves use mask. To prevent golems from being invincible soldiers, if their animation source is destroyed on them the golem will instantly die. Turning into a statue of itself.

Golems can be crafted into generic humanoid shape or certain quadrupeds in two sizes. 70,000 or 1,500,000. No army of Bronze Colossi-sized golems for you. Bigger sizes cost more resources as you'd expect.

Now some ideas of materials golems can be built with.

Wood: Used by elves and animal men as they can't access stone or metal. Players can still build wood golems if they wish but dwarves and humans don't use them naturally. Very flammable.

Clay: Cheap and easy to come by but clay golems are frail. Good for laborer golems instead of combat.

Ice: If steady supplies of ice are your thing, you can build Ice Golems. Don't seem much better than what a clay golem is capable of. Polar animal men tribes build these.

Stone: The most standard golem and stereotypical. Stone Golems will be the perfect go to as they are tough, durable, and heavy. Building one out of a magma-proof stone means magma-immune miners! I can only imagine the increase ease of building magma-based projects with magma divers.

Copper: A metal option that I hope isn't game-breaking.

Other options like Iron, Gold, Silver, or cotton candy have to be researched before becoming available (to your civ or fort specifically) IF these options aren't game breaking in the first place. I was hesitant to include copper for building golems and excluded bronze just in case.

The role of a golem is as automated labor and unliving soldiers for your army. I'm not sure if golems should be intelligent or not so that is up for Toady to decide. How to handle golem's labor ability is an entire debate in of itself so the rest of the thread can figure that out.

Finally I want to end on adding a few creatures related to this topic. treants could return showing up a siege engines for the elves. A subterranean treant could be encountered underground. A sphynx made of sand appear in savage and/or evil deserts. And Iron Warriors, a semi-megabeast that acts like a scaled down Bronze Colossus. In fact, I'll work on these creatures while this thread grows.
« Last Edit: June 06, 2020, 08:25:07 pm by Etc_Guy »
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Etc_Guy

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Re: Golems for the Myth and Magic Update
« Reply #1 on: June 06, 2020, 06:23:57 pm »

[RESERVED FOR CREATURE RAWS]
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Shonai_Dweller

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Re: Golems for the Myth and Magic Update
« Reply #2 on: June 06, 2020, 06:43:09 pm »

Quote
a staple of fantasy has not been mentioned by Toady

They have been mentioned by Toady many times and are in the Dev notes for Mythgen:
"Automatons and magical prostheses"
https://www.bay12games.com/dwarves/dev.html

Have been suggested several times before too (it's always best to add to an existing thread if it exists in the suggestions forum).

http://www.bay12forums.com/smf/index.php?topic=169621.msg7695824#msg7695824

http://www.bay12forums.com/smf/index.php?topic=170956.msg7779814#msg7779814

http://www.bay12forums.com/smf/index.php?topic=156739.msg6852108#msg6852108

http://www.bay12forums.com/smf/index.php?topic=119081.msg3787932#msg3787932
« Last Edit: June 06, 2020, 06:49:01 pm by Shonai_Dweller »
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Etc_Guy

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Re: Golems for the Myth and Magic Update
« Reply #3 on: June 06, 2020, 08:26:52 pm »

Quote
a staple of fantasy has not been mentioned by Toady

They have been mentioned by Toady many times and are in the Dev notes for Mythgen:
"Automatons and magical prostheses"
https://www.bay12games.com/dwarves/dev.html

Have been suggested several times before too (it's always best to add to an existing thread if it exists in the suggestions forum).

http://www.bay12forums.com/smf/index.php?topic=169621.msg7695824#msg7695824

http://www.bay12forums.com/smf/index.php?topic=170956.msg7779814#msg7779814

http://www.bay12forums.com/smf/index.php?topic=156739.msg6852108#msg6852108

http://www.bay12forums.com/smf/index.php?topic=119081.msg3787932#msg3787932

Darn, I didn't know about these. My mistake.
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Shonai_Dweller

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Re: Golems for the Myth and Magic Update
« Reply #4 on: June 06, 2020, 09:18:58 pm »

Quote
a staple of fantasy has not been mentioned by Toady

They have been mentioned by Toady many times and are in the Dev notes for Mythgen:
"Automatons and magical prostheses"
https://www.bay12games.com/dwarves/dev.html

Have been suggested several times before too (it's always best to add to an existing thread if it exists in the suggestions forum).

http://www.bay12forums.com/smf/index.php?topic=169621.msg7695824#msg7695824

http://www.bay12forums.com/smf/index.php?topic=170956.msg7779814#msg7779814

http://www.bay12forums.com/smf/index.php?topic=156739.msg6852108#msg6852108

http://www.bay12forums.com/smf/index.php?topic=119081.msg3787932#msg3787932

Darn, I didn't know about these. My mistake.
Hey, it's no problem. Toady always needs new ideas, his plans for golems are no doubt still very vague. And judging from all the seperate suggestions links, no-one else is following the rules anyhow... :)
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Etc_Guy

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Re: Golems for the Myth and Magic Update
« Reply #5 on: June 07, 2020, 05:55:08 pm »

Hey, it's no problem. Toady always needs new ideas, his plans for golems are no doubt still very vague. And judging from all the seperate suggestions links, no-one else is following the rules anyhow... :)

Oh, well. I guess I'll continue creating my inorganic creature ideas that aren't out of place in vanilla Dwarf Fortress. Though once the Myths and Magic update finally releases what vanilla Dwarf Fortress looks like will be radically different.

The Iron Warrior is almost complete. It is functionally a hybrid of a Bronze Colossus and Minotaur. Iron Warriors are only 500,000 size but are all skilled in basic melee weaponry. And made of iron. I took it on a test run in the Testing Arena and pit one versus 101 giant apple snails. The results are exactly what you'd except. Normal world testing hasn't begun as I'm still learning the ropes of vanilla Dwarf Fortress.

Now I'm debating whether or not Iron Warriors should have [POWER] and [CAN_SPEAK] for extra fun factor. Imagine an Iron Warrior leading a goblin siege approaching your fort. The contrast could also be possible, with an Iron Warrior joining your fort as the perfect warrior. They could also all be competent liars, implying that Iron Warriors believe their own lies about their divinity. (P.S, I don't know if [SEMIMEGABEAST] will conflict with civilized life...)
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Shonai_Dweller

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Re: Golems for the Myth and Magic Update
« Reply #6 on: June 07, 2020, 06:25:07 pm »

Hey, it's no problem. Toady always needs new ideas, his plans for golems are no doubt still very vague. And judging from all the seperate suggestions links, no-one else is following the rules anyhow... :)

Oh, well. I guess I'll continue creating my inorganic creature ideas that aren't out of place in vanilla Dwarf Fortress. Though once the Myths and Magic update finally releases what vanilla Dwarf Fortress looks like will be radically different.

The Iron Warrior is almost complete. It is functionally a hybrid of a Bronze Colossus and Minotaur. Iron Warriors are only 500,000 size but are all skilled in basic melee weaponry. And made of iron. I took it on a test run in the Testing Arena and pit one versus 101 giant apple snails. The results are exactly what you'd except. Normal world testing hasn't begun as I'm still learning the ropes of vanilla Dwarf Fortress.

Now I'm debating whether or not Iron Warriors should have [POWER] and [CAN_SPEAK] for extra fun factor. Imagine an Iron Warrior leading a goblin siege approaching your fort. The contrast could also be possible, with an Iron Warrior joining your fort as the perfect warrior. They could also all be competent liars, implying that Iron Warriors believe their own lies about their divinity. (P.S, I don't know if [SEMIMEGABEAST] will conflict with civilized life...)
Semimegabeast might see people from its own civ suddenly turn on it when encountered in Adventurer. People are automatically hostile to megabeasts in-game, but less so in worldgen for whatever reason.

If this is to be using current vanilla raws, maybe post in the modding forum too? You'll likely get better feedback there.
« Last Edit: June 08, 2020, 12:25:36 am by Shonai_Dweller »
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Etc_Guy

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Re: Golems for the Myth and Magic Update
« Reply #7 on: June 11, 2020, 01:29:23 pm »

Semimegabeast might see people from its own civ suddenly turn on it when encountered in Adventurer. People are automatically hostile to megabeasts in-game, but less so in worldgen for whatever reason.

If this is to be using current vanilla raws, maybe post in the modding forum too? You'll likely get better feedback there.

I checked the Modding Creatures help thread and yes, megabeast tags do conflict with civilized behavior. This problem happens with tamable megabeast (dragons and rocs) as they will always attack your military dwarves even when fully domesticated. Though they leave civilians alone unless they jump in to protect their militia.

Moved on and finished the Sand Sphynx. They are not restricted to evil deserts as even the most savage biomes don't pose much of a threat to fledgling fortresses. I wish to change that.

The basic treant is almost complete. I just need to figure out how to make them turn into logs upon death.
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Enemy post

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Re: Golems for the Myth and Magic Update
« Reply #8 on: June 11, 2020, 01:30:54 pm »

Wagons do that, try [ITEMCORPSE:WOOD:NO_SUBTYPE:LOCAL_CREATURE_MAT:WOOD].
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Etc_Guy

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Re: Golems for the Myth and Magic Update
« Reply #9 on: June 12, 2020, 05:03:57 pm »

Wagons do that, try [ITEMCORPSE:WOOD:NO_SUBTYPE:LOCAL_CREATURE_MAT:WOOD].

Thanks Enemy post. Though when a treant dies it leaves behind "treant wood" similar to the infamous wagon wood. This doesn't even include their severed limbs which don't turn into some form of lumber. I wish to drop multiple logs at a time to simulate felling a normal tree.

 I want treants to be made of oak and take on its properties but that failed. This will become important for the subterranean treants who are made of the unique trees of Dwarf Fortress.
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