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Author Topic: Positive Syndromes  (Read 1703 times)

narhiril

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Positive Syndromes
« on: April 18, 2011, 11:37:32 pm »

An idea I had a while back while playing with raws for Legends of Forgotten Realms.

I would LOVE to have positive syndromes, or syndromes with beneficial effects rather than harmful ones.

Possible tokens:

[CE_SPEED_MODIFIER] (sets the creature to a speed)
[CE_ATTACK_STRENGTH] (a base multiplier.  100 = no difference, below 100 = weakened, above 100 = strengthened)
[CE_FERTILITY] (if a creature gives birth while under this syndrome, the chance for a larger litter is increased)
[CE_SKILL_MODIFIER] (a "burst of inspiration," takes a skill argument and a percent modifier argument)
[CE_HEAL_MODIFIER] (takes a percent modifier argument, changes healing rate of affected tissues)


Things this would make possible:

Specific alcohol-induced buffs.
Creatures with breath attacks that buff their allies
"Sugar Rush" - an increase in speed followed by a late-onset [CE_DROWSINESS]
Creatures that become more powerful as they accumulate wounds

Blade Master Model 42

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Re: Positive Syndromes
« Reply #1 on: April 18, 2011, 11:58:47 pm »

Sounds good, but of course you'd have to get the game to differentiate between good and bad syndromes so that good breath weapons get used on allies.

DanielLC

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Re: Positive Syndromes
« Reply #2 on: April 19, 2011, 12:15:10 am »

Just add the flag [good].

Of course, that's not always enough. Increasing fertility is good if the population is low and food is plentiful, but bad if it's the other way.

There should be another fertility one that affects the frequency of pregnancy.

The speed modifier should be a multiplier.

How about ones that modify personality? For example, a drink that makes you like that kind of drink, or a disease that makes you dislike water and all kinds of booze.
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narhiril

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Re: Positive Syndromes
« Reply #3 on: April 19, 2011, 12:31:14 am »

Sounds good, but of course you'd have to get the game to differentiate between good and bad syndromes so that good breath weapons get used on allies.

No need, this can be done with [SYN_AFFECTED_CREATURE] tokens.

Pilsu

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Re: Positive Syndromes
« Reply #4 on: April 19, 2011, 02:07:50 am »

Sugar rushes don't exist. It was your mom's way of saying you're becoming a fatass. :P
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lordcooper

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Re: Positive Syndromes
« Reply #5 on: April 19, 2011, 03:05:31 pm »

Sugar rushes don't exist. It was your mom's way of saying you're becoming a fatass. :P

I beg to differ.
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Ahra

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Re: Positive Syndromes
« Reply #6 on: April 19, 2011, 03:17:50 pm »

Sugar rushes don't exist. It was your mom's way of saying you're becoming a fatass. :P

I beg to differ.
mee to
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Drawde

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Re: Positive Syndromes
« Reply #7 on: April 19, 2011, 03:54:28 pm »

Sugar rushes have been pretty much disproven.  No effect caused by increased sugar intake in multiple studies.

Now kids acting hyper because their parents expect them to on the other hand...
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narhiril

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Re: Positive Syndromes
« Reply #8 on: April 19, 2011, 04:54:56 pm »

Sugar rushes have been pretty much disproven.  No effect caused by increased sugar intake in multiple studies.

Now kids acting hyper because their parents expect them to on the other hand...

Forgetting the scientific validity of the sugar rush, here's what I would like to see.


Add to my nephilim creature file:

Spoiler: Token (click to show/hide)

Add to my mineral file:

Spoiler: Tokens (click to show/hide)

The effect would be that the death of a nephal (singular form of nephilim) would cause nearby allies to gain an increase to attack strength for a period of time.
« Last Edit: April 19, 2011, 05:17:43 pm by narhiril »
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NW_Kohaku

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Re: Positive Syndromes
« Reply #9 on: April 19, 2011, 06:01:31 pm »

Positive syndromes have come up before... it's one of those things that is more complex to code in than you think, and Toady wants to put off doing it until he has time to do the thing properly.

Let me see... there was a FotF response related to this:

Quote from: NW_Kohaku
Toady, where do you see the ability of players to affect AI behavior?  Will we see something that goes more towards having the ability to directly script dwarven AI to use certain items or take certain actions using some logic operations or a rudimentary scripting ability?  Or do you see this as being more a matter of dwarves having to somehow learn how and when to properly perform actions or use items from the properties they have in the raws alone?  While I'm obviously interested in the effects this can have, I'm also interested in what sort of game design philosophy you have about what level of control you want players to be exerting over their dwarves.

At the extreme end of the potion/material discussion, out beyond what maybe anybody was asking for, I'm absolutely against having to master some sort of scripting language just to get dwarves to poison their weapons.  At the same time, it'll be difficult to get dwarves to use certain exotic syndrome-causing materials in a reasonable way that satisfies a player, especially one using potion mods.  Maybe it'll end up being usage hints in the raws and classifications in-play for use in the military etc. with some sensible defaults.  Ideally they'd be able to handle it like food, water and alcohol (to the extent those aren't broken), and perhaps those would be brought into the same system.  For more exotic actions and random weirdness, maybe there are cases in the mods where you'd really want to write some kind of script down, especially for a non-dwarven mod race that does something or other, but that level of support is pretty hard to prioritize when I don't really need or want it for dwarves.

On the other hand, writing from the perspective that every command the player gives will be credited to fortress position holders, if an appropriate official were to order that a liquid, with usage hints/whatever in the raws, will now be used for something entirely outside those bounds (like coating a weapon with syrup), that action might be anything from brilliant to quirky to wasteful to tyrannical to suicidal, depending on the situation.  The dwarves aren't currently capable of judging their officials and it's a very difficult problem most of the time.  If a randomly-generated creature has a weakness to syrup, maybe coating the weapons with syrup is simply a practical strategy, and in that case syrup wouldn't have the "weapon coating" usage hint in the raws.  That coating action is entirely up to player ingenuity, much like ordering the creation of a complicated machine, and it's a reasonable thing to allow.

Manually ordering a dwarf to perform a specific series of actions that can't be presaged in the raws/code might be the only way to save your fort and might be a reasonably orderable action made by some official, but that kind of power can degrade the atmosphere we want to build.  It's going to depend on the specific cases, but for the sake of guiding discussion on a wide range of future topics, I think it's best that the player feels that a dwarf's autonomy is being respected.  The thing that makes dwarf mode not strictly a hands-off simulation is that you are allowed to compromise dwarves' autonomy if they hold fortress positions, to the extent that you are selecting actions that fall within their position's purview.  If an order typically makes it feel like the dwarves are being controlled like marionettes, forced to do things against their will, etc., the order should probably be altered or removed.  Presently, there are a ton of things that dwarves don't care about that they should care about, but this is the overall idea.

Plus, it came up in the "I, Dwarfbot" thread tangentially, too.

The problem with positive syndromes is that you then have to build some sort of means by which you can then use the syndromes.

If you have a healing potion, then the dwarves have to know that it's a thing they drink when they want to heal themselves, somehow.  The "healing" part isn't so difficult or foreign, it's the "make semi-autonomous dwarves drink their potion if and when it is appropriate, without wasting them all drinking them when it isn't appropriate, plus being able to tell the difference between a pure healing potion and a healing potion that also happens to give you lung cancer or something, and as such, shouldn't be taken except in extreme cases".

Now then, in this situation, yes, you're talking about something different.  A syndrome that is activated by the death of a creature, where there is a very clear trigger that happens whether you want to trigger it on purpose or not, is a much simpler thing to code than the entire notion of getting dwarves to know when they want to use an expendable item or not.  (After all, dwarves are already drooling morons when it comes to the use of crossbow bolts.)

Still, I think Toady is just going to throw this whole thing on a back burner, and only put in the real functionality of things like common diseases, plagues, and medicines, and other "positive syndromes" all at once.
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Drawde

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Re: Positive Syndromes
« Reply #10 on: April 19, 2011, 06:11:06 pm »

Do creatures with syndrome attacks only use them to attack, or are there some "attacks" that constantly go off?  I've seen parts of the underground sea coated with syndrome material from a FB before.

I'm interested because I'd like to make a healing syndrome, if it's possible, that only affects certain creatures (I understand how to do that part).  But, I need a way to make it go off, maybe a dustcloud type, AND make it to where the material lasts only long enough to cause the effect.  So it doesn't eat up the FPS.

EDIT  Forgot where this was posted.  Should have asked this in the modders forum.
« Last Edit: April 19, 2011, 06:14:51 pm by Drawde »
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narhiril

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Re: Positive Syndromes
« Reply #11 on: April 19, 2011, 06:18:11 pm »

Positive syndromes have come up before... it's one of those things that is more complex to code in than you think, and Toady wants to put off doing it until he has time to do the thing properly.

Now then, in this situation, yes, you're talking about something different.  A syndrome that is activated by the death of a creature, where there is a very clear trigger that happens whether you want to trigger it on purpose or not, is a much simpler thing to code than the entire notion of getting dwarves to know when they want to use an expendable item or not.  (After all, dwarves are already drooling morons when it comes to the use of crossbow bolts.)

Still, I think Toady is just going to throw this whole thing on a back burner, and only put in the real functionality of things like common diseases, plagues, and medicines, and other "positive syndromes" all at once.



Fair enough - I recognize some of the obstacles, which is why I tried to come up with a concept as similar to the current system (and therefore, as simple to code) as possible.  I am encouraged that the idea is at least being tossed around.  I have developed a similar concept for another race from my mod (on death, they drop an item which vaporizes and causes negative effects on enemies), which is where the idea came from.  However, I trust Toady when he says he wants to "do things right."  Good things continue to come from that.

Do creatures with syndrome attacks only use them to attack, or are there some "attacks" that constantly go off?  I've seen parts of the underground sea coated with syndrome material from a FB before.

I'm interested because I'd like to make a healing syndrome, if it's possible, that only affects certain creatures (I understand how to do that part).  But, I need a way to make it go off, maybe a dustcloud type, AND make it to where the material lasts only long enough to cause the effect.  So it doesn't eat up the FPS.

EDIT  Forgot where this was posted.  Should have asked this in the modders forum.

Make it UNDIRECTED_GAS and give it SYN_INHALED.  This will prevent the need for FPS-eating persistent contaminants.  However, the healing effect is currently impossible given the current tokens (which is part of the reason for this suggestion).  Also, I'm pretty sure UNDIRECTED_GAS will only go off in combat.
« Last Edit: April 19, 2011, 06:22:17 pm by narhiril »
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