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Author Topic: What went wrong...  (Read 1425 times)

Booken the Blue

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What went wrong...
« on: April 25, 2008, 01:34:00 pm »

So I'm kinda newbie at modding, but I do understand the basics.
I was making a mini-dragon pet, and it worked a couple time. I tested them in goblin towers.
Then I changed some stuff around to see the best results, and now it won't load at all.
I know I probably made a mistake in the code, but I don't know what it is. Any help?
P.S: I know about the domestic pet (Should be exotic), but its really for testing.

Edit: Fixed! Thanks guys.

[ April 25, 2008: Message edited by: Booken the Blue ]

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You forgot a detail: Dorfs get webbed in GCS webs and trigger traps. Right now we have some 12 caged dwarves, including you.

Sean Mirrsen

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Re: What went wrong...
« Reply #1 on: April 25, 2008, 01:47:00 pm »

No biome tag, so it won't spawn.

By "does not load", do you mean the game, or that the creature does not appear?

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Kagus

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Re: What went wrong...
« Reply #2 on: April 25, 2008, 01:53:00 pm »

Dogs, cows, cats and mules don't have biomes, but they still work because of the [COMMON_DOMESTIC] tag.


Are you putting this in a separate file from the other creature files?  If so, what did you name the file?

EDIT:  Nevermind, just saw the filename header you put in at the top of the code.

[ April 25, 2008: Message edited by: Kagus ]

Booken the Blue

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Re: What went wrong...
« Reply #3 on: April 25, 2008, 01:53:00 pm »

The game crashes as soon you finish preparation.

I named it creature_wyrm

[ April 25, 2008: Message edited by: Booken the Blue ]

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You forgot a detail: Dorfs get webbed in GCS webs and trigger traps. Right now we have some 12 caged dwarves, including you.

Sean Mirrsen

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Re: What went wrong...
« Reply #4 on: April 25, 2008, 02:04:00 pm »

Are you sure this creature is the cause? Tried removing it and starting without it?
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Booken the Blue

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Re: What went wrong...
« Reply #5 on: April 25, 2008, 02:15:00 pm »

Oy! Thank you mate. I guess that mod I installed earlier was acting up. Reinstalling Vanilla DF now.

Its seems to be working now, but they're still a dull gray/white. How do I make them brown/gold?
Also, how do I affect their health/strength? I don't really get combat stats.

[ April 25, 2008: Message edited by: Booken the Blue ]

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You forgot a detail: Dorfs get webbed in GCS webs and trigger traps. Right now we have some 12 caged dwarves, including you.

Shanba

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Re: What went wrong...
« Reply #6 on: April 25, 2008, 02:51:00 pm »

quote:
Originally posted by Booken the Blue:
<STRONG>Oy! Thank you mate. I guess that mod I installed earlier was acting up. Reinstalling Vanilla DF now.

Its seems to be working now, but they're still a dull gray/white. How do I make them brown/gold?
Also, how do I affect their health/strength? I don't really get combat stats.

[ April 25, 2008: Message edited by: Booken the Blue ]</STRONG>



I'm not really sure about your first question, but I can answer the second. The thing that has the biggest effect is the [SIZE:12] tag. The bigger you make the creature, the beefier it is, in both attack and defence. Semimegabeasts seem to be around 9-16 while megabeasts are(as far as I can tell) all size 20.

If you want to simply change the attack, [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:3:GORE] is the tag you want. :1:3: shows minimum and maximum damage - 1 is minimum, 3 is maximum for your creature. That's pretty standard - most have 1:3, some 1:2 and some megabeasts 1:6

If it's defence you want to change, add some [DAMBLOCK:x]. In vanilla, Bronze Colossi have 8 damblock and dwarves have 1. Most creatures don't have any.

Finally, you could adjust the speed to allow your creature to attack quicker or slower. I believe (though I'm not 100% sure) that an increase in speed actually slows down your creature.

You could also add various body parts to make it a more formidable wrestler.

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Greiger

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Re: What went wrong...
« Reply #7 on: April 25, 2008, 03:33:00 pm »

[COLOR:6:0:1] should make it bright yellow.  I don't know why its not working on yers.  Did you try saving and reloading?  If the color was a recent change maybe the raws need to recompile.(done by emptying the data/objects folder then running DF.)

Really you shouldn't need to do all that but those are little things I try when something isn't working when it should.  And that should be working.

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Kagus

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Re: What went wrong...
« Reply #8 on: April 25, 2008, 03:34:00 pm »

Yes, a lower speed number results in a higher speed effect.  [SPEED:0] causes the creature to become a blur and to move/attack near-instantaneously.

Booken the Blue

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Re: What went wrong...
« Reply #9 on: April 25, 2008, 04:12:00 pm »

This is what I gave it so far. It looks pretty good and balanced.
Thanks for the help guys. You can enjoy them if you want.

code:

   [NAME:wyrm:wyrms:draconic]
   [TILE:'w'][COLOR:6:0:0]
   [FIREBREATH][FIREIMMUNE]
   [MODVALUE:10][PETVALUE:200][SIZE:10][FAT:1]
   [BIOME:ANY_TROPICAL][BIOME:ANY_TEMPERATE][LARGE_PREDATOR]
   [FREQUENCY:5][POPULATION_NUMBER:5:20][CLUSTER_NUMBER:1:3]
   [COMMON_DOMESTIC][PET][TRAINABLE][DIURNE][STANDARD_FLESH]
   [CARNIVORE][FLIER][MAGICAL][MEANDERER]
   [CHILD:3][LITTERSIZE:1:2][CHILDNAME:wyrmling:wyrmlings]
   [PREFSTRING:loyalty][PREFSTRING:gentle nature]
   [BODY:QUADRUPED:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:2WINGS:BRAIN:MOUTH]
   [BODYGLOSS:CLAW_FOOT][BUILDINGDESTROYER:2][DAMBLOCK:1]
   [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:3:GORE]
   [ATTACKFLAG_CANLATCH]
   [LAYERING:50][HOMEOTHERM:10040]
   [SWIMS_INNATE][SWIM_SPEED:2500]


[ April 26, 2008: Message edited by: Booken the Blue ]

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You forgot a detail: Dorfs get webbed in GCS webs and trigger traps. Right now we have some 12 caged dwarves, including you.

Deon

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Re: What went wrong...
« Reply #10 on: April 25, 2008, 05:15:00 pm »

About biomes: I'm almost sure if they do have biome tags it indicates that they will be avaliable to civilizations settling in the shown biomes (though it may be wrong).
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