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Author Topic: Custom Night Creatures: Spouse Conversion Tags  (Read 799 times)

ArKFallen

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Custom Night Creatures: Spouse Conversion Tags
« on: July 19, 2011, 10:30:44 pm »

Usually I wouldn't make a new topic for something like this but it looks that one of those things that just shouldn't go in the Modder's Workshop Thread.

I recently began work on a series of night creatures to liven up my adventures. The first on my list was the vampire.
  Originally I was going to have them replace bogeymen, but then I got thinking. Wouldn't it be neat if they managed to blanket the planet without a civilization? So I gave them spheres and added the [POWER] token. What I didn't know at the time was that a civ leader won't convert spouses. I genned many worlds and the vampires usually went extinct within a decade because megabeasts ate them (seems goblin masters are a delicacy) or, in more rare cases, battle.
  So what'd I do? I added more male and female castes so more than 2 world show up in world gen. They were still extinct, even though vampires ruled half the world at one point.Then I noticed that not one of the vampires had a spouse. After sifting through legends more thoroughly I realized the problem was probably that civ leaders wouldn't abduct random people to breed with. I removed the power token and returned them to wandering kidnappers.

  It worked brilliantly until:
Spoiler: Gay Night Creature? (click to show/hide)
??? Ah... Huh? Apparently he abducted a woman had a kid, then abducted and married a man after she died. I figured this was a fluke until I found more gay vampire couples, in different worlds.
Aren't they supposed to abduct creatures of the appropriate (opposite) sex? That's what it said on the wiki, but maybe, just maybe the tags work differently than reported (or I butchered them).

Here is the raw:
Spoiler (click to show/hide)
All my custom raws are noted like the above, really helps keep things straight. There is also no error log reports and I'd like to know if this is normal or if I screwed up the game somehow. Thanks in advance.

P.S. Sorry about this post's formatting, it seemed to blocky so I added spaces.
« Last Edit: July 20, 2011, 11:25:02 am by ArKFallen »
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thatkid

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Re: Custom Night Creatures: Spouse Convertion Tags
« Reply #1 on: July 19, 2011, 10:49:28 pm »

If you have [CONVERTED_SPOUSE] castes that are male, then male [SPOUSE_CONVERTER]s will kidnap males as well as females. [CONVERTED_SPOUSE] and [SPOUSE_CONVERTER] shouldn't be put on the same caste at the same time unless you want this sort of thing to happen.
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ArKFallen

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Re: Custom Night Creatures: Spouse Convertion Tags
« Reply #2 on: July 19, 2011, 11:05:38 pm »

If you have [CONVERTED_SPOUSE] castes that are male, then male [SPOUSE_CONVERTER]s will kidnap males as well as females. [CONVERTED_SPOUSE] and [SPOUSE_CONVERTER] shouldn't be put on the same caste at the same time unless you want this sort of thing to happen.
That's what I figured. And I've just updated the entry for [NIGHT_CREATURE_HUNTER] in the wiki to include this information.
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thatkid

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Re: Custom Night Creatures: Spouse Convertion Tags
« Reply #3 on: July 19, 2011, 11:12:07 pm »

It could be a really cool feature, if only we could get them to have multiple spouses...
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IT 000

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Re: Custom Night Creatures: Spouse Convertion Tags
« Reply #4 on: July 20, 2011, 05:42:52 am »

Quote
   [SELECT_TISSUE_LAYER:ALL:BY_CATEGORY:ALL]
      [TL_VASCULAR:0]---Immune to bleeding by non heart shots
      [TL_HEALING_RATE:20]---heal 5x as fast as skin

Wait, does this work?
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ArKFallen

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Re: Custom Night Creatures: Spouse Conversion Tags
« Reply #5 on: July 20, 2011, 11:24:46 am »

More or less. They still bleed a little if you lop of limbs and other various shots, but they don't continue to bleed. The selection of the heart tissues below that allow the heart to bleed, but leave everything else the same.
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