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Author Topic: Urist von Newman machines, small self-replicating turrets. (Was IMMOBILE_LAND)  (Read 1727 times)

MagicGuigz

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Re: How does IMMOBILE_LAND work?
« Reply #15 on: April 08, 2010, 04:59:09 pm »

Nice work.  They add a little spice in arena mode.  The fire turret seems to simply never work though, I don't know if I'm using it properly.
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D_E

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Re: How does IMMOBILE_LAND work?
« Reply #16 on: April 08, 2010, 07:41:10 pm »

As far as I can tell, FIREBREATH is officially broken.

I tested it in the arena, using my flame turrets and the fire imp, which is one of only two raw creatures to use the tag, and neither did any damage whether I was controling the target or not.  I also just tested the flame turrets in adventure mode, and FIREBREATH did no damage there, either.  I haven't been able to test it in fortress mode yet.

I'll switch the flame turrets to use hot rocks or vapors, I guess.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

D_E

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Sorry to double post, but here's the current version of my code.  Added a few things.  The flame turrets still use FIREBREATH, since I'm sorta hoping that tag will turn out to work in Fortress mode.

Added a couple of things:  Two tissue layers (obsidian skin and brass clockwork beneath) and hydraulic fluid "blood" that comes out if you damage the clockwork.  The blood has a syndrome associated with it that briefly paralysis bodyparts that come into contact with it, the idea was that if you step in a puddle of it you would slip and fall.  However, affected parts don't seem to unparalyze when the syndrome goes away.  If anyone knows how to fix that, it would be appreciated.

Code: [Select]
b_detail_plan_newman

[OBJECT:BODY_DETAIL_PLAN]

[BODY_DETAIL_PLAN:VON_NEWMANS_PLAN]
[BP_LAYERS:BY_CATEGORY:BODY:BRASS_CLOCKWORK:1:OBSIDIAN:1]
[BP_LAYERS:BY_CATEGORY:BODY_UPPER:BRASS_CLOCKWORK:1:OBSIDIAN:1]
[BP_LAYERS:BY_CATEGORY:BODY_LOWER:BRASS_CLOCKWORK:1:OBSIDIAN:1]
[BP_LAYERS:BY_CATEGORY:TREAD:BRASS_CLOCKWORK:1:OBSIDIAN:1]
[BP_LAYERS:BY_CATEGORY:HEAD:BRASS_CLOCKWORK:1:OBSIDIAN:1]
[BP_LAYERS:BY_CATEGORY:BRAIN:BRASS_CLOCKWORK:1]
[BP_RELATION:BY_CATEGORY:HEAD:AROUND:BY_CATEGORY:BRAIN:100]
[BP_LAYERS:BY_CATEGORY:MOUTH:BRASS_CLOCKWORK:1:OBSIDIAN:1
[BP_LAYERS:BY_CATEGORY:EYE:BRASS_CLOCKWORK:1]

Code: [Select]
body_a_newman

[OBJECT:BODY]

[BODY:TREAD]
[BP:TRD:tread:STP][CONTYPE:LOWERBODY][STANCE][CATEGORY:TREAD]
[DEFAULT_RELSIZE:1000]

[BODY:CLOCKWORK_HEAD]
[BP:HD:clockwork head:STP][CONTYPE:UPPERBODY][HEAD][CATEGORY:HEAD][THOUGHT][CATEGORY:BRAIN]
[DEFAULT_RELSIZE:750]


Code: [Select]
creature_a_von_Newman

[OBJECT:CREATURE]

[CREATURE:URIST_VON_NEWMAN_MACHINE]
[DESCRIPTION:A squat, nigh-stationary creature made of brass clockwork and obsidian armor.  Invented by the dwarf Urist von Newman]
[NAME:von Newman machine:von Newman machines:von Newman]
[PET]
[CREATURE_TILE:'V'][COLOR:6:0:0]
[LARGE_ROAMING]
[UNDERSWIM][IMMOBILE_LAND]
[MEANDERER][NATURAL]
[NOPAIN][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
[NOEXERT]
[NO_DIZZINESS]
[NO_FEVERS]
[NO_DRINK][NO_EAT][NO_SLEEP]
[CANNOT_UNDEAD]
[NOT_BUTCHERABLE]
[NOFEAR]
[NOBONES]
[PREFSTRING:whirring mechanisms]
[BODY:BASIC_1PARTBODY:CLOCKWORK_HEAD:1EYE:MOUTH:TREAD]
[TISSUE:OBSIDIAN]
[TISSUE_NAME:obsidian skin:NP]
[TISSUE_MATERIAL:INORGANIC:OBSIDIAN]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[STRUCTURAL]
[TISSUE_SHAPE:LAYER]
[TISSUE:BRASS_CLOCKWORK]
[TISSUE_NAME:brass clockwork:NP]
[MUSCULAR]
[VASCULAR:5]
[FUNCTIONAL]
[TISSUE_MATERIAL:INORGANIC:BRASS]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[USE_MATERIAL_TEMPLATE:HYDRAULIC_FLUID:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:hydraulic fluid ice]
[STATE_ADJ:ALL_SOLID:hydraulic fluid ice]
[STATE_NAME:LIQUID:hydraulic fluid]
[STATE_ADJ:LIQUID:hydraulic fluid]
[STATE_NAME:GAS:hydraulic fluid vapor]
[STATE_ADJ:GAS:hydraulic fluid vapor]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:slippery]
[SYN_AFFECTED_CLASS:ALL]
[SYN_IMMUNE_CREATURE:URIST_VON_NEWMAN_MACHINE:ALL]
[SYN_CONTACT]
[CE_PARALYSIS:SEV:100:PROB:100:BP:BY_TYPE:STANCE:BP:BY_TYPE:GRASP:ALL:LOCALIZED:START:1:PEAK:2:END:3]

[BODY_DETAIL_PLAN:VON_NEWMANS_PLAN] uses the tissues declared above
[BLOOD:LOCAL_CREATURE_MAT:HYDRAULIC_FLUID:LIQUID]
TISSUE_LAYER:BY_CATEGORY:ALL:OBSIDIAN
[ALL_ACTIVE]
[CASTE:BREEDER]
[CASTE_NAME:fabricator:fabricators:von Newman]
[BENIGN]
[COMMON_DOMESTIC]
[BODY_SIZE:0:0:350000]
[PETVALUE:100]
[COMMON_DOMESTIC]
[CASTE_TILE:'V']
[CASTE_COLOR:0:7:0]
[FEMALE]
[SWIMS_INNATE][SWIM_SPEED:500000]
[SPEED:50000]
[ITEMCORPSE:TRAPPARTS:NO_SUBTYPE:INORGANIC:BRASS]
[ITEMCORPSE_QUALITY:5]
[POP_RATIO:1]
[CASTE:HARVESTER]
[CASTE_NAME:harvester:harvesters:von Newman]
[COMMON_DOMESTIC]
[BODY_SIZE:0:0:700]
[BENIGN]
[PETVALUE:10]
[CASTE_TILE:'v']
[CASTE_COLOR:0:7:0]
[MALE]
[VERMINHUNTER]
[BODY_SIZE:0:0:3500]
[SWIMS_INNATE][SWIM_SPEED:1500]
[ITEMCORPSE:COIN:NO_SUBTYPE:INORGANIC:BRASS]
[SPEED:1500]
[POP_RATIO:500]
[ATTACK:BITE:BODYPART:BY_TYPE:MOUTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[SPECIALATTACK_SUCK_BLOOD:10:50]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[CASTE:FIRE_TURRET]
[FIREBREATH][FIREIMMUNE]
  [CASTE_NAME:flame turret:flame turrets:von Newman]
[BODY_SIZE:0:0:7000]
[LIKES_FIGHTING]
[PETVALUE:1000]
[VIEWRANGE:1000]
[CASTE_TILE:'T']
[CASTE_COLOR:4:7:1]
[SWIMS_INNATE][SWIM_SPEED:50000]
[ITEMCORPSE:TRAPPARTS:NO_SUBTYPE:INORGANIC:BRASS]
[SPEED:50000]
[POP_RATIO:100]
[CASTE:STONE_TURRET]
[CASTE_NAME:stone turret:stone turrets:von Newman]
[LIKES_FIGHTING]
[BODY_SIZE:0:0:70000]
[PETVALUE:1000]
[VIEWRANGE:1000]
[CASTE_TILE:'T']
[CASTE_COLOR:0:7:1]
[SWIMS_INNATE][SWIM_SPEED:5000]
  [MATERIAL_BREATH_ATTACK:INORGANIC:BRASS:SOLID_GLOB]
[ITEMCORPSE:TRAPPARTS:NO_SUBTYPE:INORGANIC:BRASS]
[SPEED:5000]
[POP_RATIO:100]
[CASTE:ACID_TURRET]
[CASTE_NAME:acid turret:acid turrets:von Newman]
[BODY_SIZE:0:0:7000]
[LIKES_FIGHTING]
[PETVALUE:1000]
[VIEWRANGE:1000]
[CASTE_TILE:'T']
[CASTE_COLOR:2:7:1]
[SWIMS_INNATE][SWIM_SPEED:50000]
[ITEMCORPSE:TRAPPARTS:NO_SUBTYPE:INORGANIC:BRASS]
[SPEED:50000]
[POP_RATIO:100]
[USE_MATERIAL_TEMPLATE:TURRET_ACID:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:acid]
[STATE_ADJ:ALL_SOLID:acid]
[STATE_NAME:LIQUID:acid]
[STATE_ADJ:LIQUID:acid]
[STATE_NAME:GAS:acid vapor]
[STATE_ADJ:GAS:acid vapor]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:acid turret acid]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INHALED]
[SYN_CONTACT]
[CE_BLEEDING:SEV:200:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:1:PEAK:10:END:30]
[CE_BLISTERS:SEV:200:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:1:PEAK:100:END:300]
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:TURRET_ACID:TRAILING_VAPOR_FLOW]
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

EuchreJack

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Re: Urist von Newman machines, semi-stationary self replicating turrets
« Reply #18 on: April 08, 2010, 08:58:20 pm »

Can't you link cages?

Yes, you can make a lever to let them out from a distance.  I suppose "kills the effectiveness" was too strong a statement, but what I was thinking of was that, because they are slow, they need to be either out of reach or behind a skirmish line of dwarves.  The rangefinding bug means they can't be out of reach, and friendly fire makes the skirmish line a bad idea.

Put other creatures in closer cages to act as the skirmish line, and use a LARGE chamber.  Oh, and does a trapped path count as a "free ground path"?

D_E

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I haven't tested this, but yeah, trapped ground counts as "free path."
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)
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