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Author Topic: Necromancy and Modding  (Read 1561 times)

FearfulJesuit

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Necromancy and Modding
« on: June 13, 2011, 03:07:25 pm »

What are your plans for when necromancy and such come out in the next release? Personally, I'm hoping to create a fortress of zombie dwarves.
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Dutchling

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Re: Necromancy and Modding
« Reply #1 on: June 13, 2011, 03:37:53 pm »

Yes it would be fun to have a fort filled with mindless minions trying to do everything you want and accidentally burn your fort and make dozens of babies cry..

Wait, we already have that. Zombie fort will just be ''easy mode'' (without tantrum spirals) :P
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Monk321654

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Re: Necromancy and Modding
« Reply #2 on: June 13, 2011, 03:54:17 pm »

Rotting Zombie Gobbos, who get limbs knocked off on hit.
You see, it sounds good, but I've heard rumors about Toady making undead parts move on their own, so each part knocked off is just another to kill.
Heheheh.
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EmperorJon

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Re: Necromancy and Modding
« Reply #3 on: June 13, 2011, 04:09:31 pm »

Parts do live seperately. I for one will be making a goblin arm pit. That's a pit of arms. Not an arm pit. ¬¬


Buuut on the modding front, I really want to mess around with these ingestion syndromes, with creatures transforming, all sorts of things.
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elf-fondling human

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Re: Necromancy and Modding
« Reply #4 on: June 13, 2011, 04:30:55 pm »

Mod in Oblivion-esque Dread Zombies, several degrees stronger than the regular bunch. On another note, is it possible to mod a creature to give off miasma?
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Monk321654

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Re: Necromancy and Modding
« Reply #5 on: June 13, 2011, 04:40:54 pm »

Mod in Oblivion-esque Dread Zombies, several degrees stronger than the regular bunch. On another note, is it possible to mod a creature to give off miasma?
I suppose you could mod in its tissue to give miasma. Maybe.
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thatkid

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Re: Necromancy and Modding
« Reply #6 on: June 13, 2011, 04:56:22 pm »

Give the creature a tissue layer with a syndrome that only affects itself and causes severe necrosis?

Edit: The tissue layer should be redundant, or the creature should otherwise not need it. I think the Corrosion Mod actually does something like this with one of its races. Maybe see how he did it?
« Last Edit: June 13, 2011, 04:58:54 pm by thatkid »
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Grimlocke

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Re: Necromancy and Modding
« Reply #7 on: June 13, 2011, 05:47:41 pm »

Halucinogenic mushrooms here I come!

As for zombie modding, it realy depends on how much of that will be hardcoded. There was some random variation in the undead curses, which we should be able to bugger around with. Pair that with ingestion syndromes and we could make some sort of ultra-rare zombiefying mushroom.

And just imagine the mess necromancer fortress would make...
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thatkid

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Re: Necromancy and Modding
« Reply #8 on: June 13, 2011, 05:50:17 pm »

Halucinogenic mushrooms here I come!

As for zombie modding, it realy depends on how much of that will be hardcoded. There was some random variation in the undead curses, which we should be able to bugger around with. Pair that with ingestion syndromes and we could make some sort of ultra-rare zombiefying mushroom.

And just imagine the mess necromancer fortress would make...
A mushroom only found in evil swamps which periodically releases spores into the air. Those who inhale the spores are turned into zombified thralls, charged with bringing the mushroom its next meal.
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Teneb

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Re: Necromancy and Modding
« Reply #9 on: June 13, 2011, 06:03:50 pm »

Halucinogenic mushrooms here I come!

As for zombie modding, it realy depends on how much of that will be hardcoded. There was some random variation in the undead curses, which we should be able to bugger around with. Pair that with ingestion syndromes and we could make some sort of ultra-rare zombiefying mushroom.

And just imagine the mess necromancer fortress would make...
A mushroom only found in evil swamps which periodically releases spores into the air. Those who inhale the spores are turned into zombified thralls, charged with bringing the mushroom its next meal.
And now someone needs to make such a mushroom when the next version arrives.
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Rumrusher

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Re: Necromancy and Modding
« Reply #10 on: June 13, 2011, 06:18:40 pm »

see if my Dfusion zombies can be controlled and grow with out heavy use of the Dfusion and all I need to do is wrangle up the undead creatures with a follow adventurer command.
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Re: Necromancy and Modding
« Reply #11 on: June 13, 2011, 10:33:08 pm »

The interactions framework sounds like it can do everything the syndromes framework can do, at range and with or without line of sight, plus grant beneficial effects and transform creatures from one species into another, and back again on a timer.

In other words, we should have a rough-and-ready magic system.  Area effect and map-wide buff/debuffs, beneficial and baleful polymorphs, you name it.

I think it should be possible to a nightcreature/borg style player race, where you can convert captured enemies to your cause.  I can't wait to try this out on the illithids:  SPECIAL_EGG to make the illithid's lay tadpole vermin, and a tadpole-injected syndrome to turn captured humans into more illithids.

Tougher megabeasts:  It's already possible to create megabeasts that require a whole army to take on, now they can harass your dwarves from outside your fort, should you choose not to go out and confront them.  Of course, right now it's not very easy to command your dwarves tactically in battle, so this may not be very fun.

Depending on how vampires get implemented, we may finally be able to make creatures at workshops:  Toady said the vampires should have the ability to transform into vermin and back again, and we can already make vermin at workshops!  So we may be able to make a vermin that will turn into golem or whatever immediately after spawning.
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Necro910

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Re: Necromancy and Modding
« Reply #12 on: June 14, 2011, 09:55:51 am »

I think it should be possible to a nightcreature/borg style player race, where you can convert captured enemies to your cause.  I can't wait to try this out on the illithids:  SPECIAL_EGG to make the illithid's lay tadpole vermin, and a tadpole-injected syndrome to turn captured humans into more illithids.
ZERG! :))

Deon

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Re: Necromancy and Modding
« Reply #13 on: June 14, 2011, 10:37:03 am »

Magical creatures which spread blessings when they "die" (like whisps).
Their conterparts for evil areas which spread curses.

Illithid "larva" which grows in a head and transforms the creature into an illithid variant (I really look forward to it).

Curses which turn creatures into demonic monsters.

Ancient knowledge which boosts the social skills and intelligence of those who learn it.


And of course proper F.E.V. mutants for Wasteland mod and HMHVV for Shadowrun mod.
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Re: Necromancy and Modding
« Reply #14 on: June 14, 2011, 10:46:08 am »

I hope I can finally mod in my necromantic-heavy race (that uses skeletons for cheap labor and cannon fodder).
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