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Author Topic: Question about modding  (Read 1021 times)

Fishersalwaysdie

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Question about modding
« on: August 03, 2007, 07:56:00 pm »

Can I make creatures normally playable in adventure mode?
And by normally I don't think with play now, I already know how to do that.
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Gaulgath

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Re: Question about modding
« Reply #1 on: August 03, 2007, 08:55:00 pm »

No, unfortunately. I tried that with kobolds once. Figured I could have the little guy start out in a kobold cave and have him sneak into human towns and steal stuff. Alas, it was not meant to be.  :(
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Fishersalwaysdie

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Re: Question about modding
« Reply #2 on: August 03, 2007, 09:46:00 pm »

Is it possible to add material tags to weapons?
Like making all bows wooden for example.
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Fishersalwaysdie

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Re: Question about modding
« Reply #3 on: August 05, 2007, 04:59:00 am »

Is it possible to have CRIT_BOOST:3?
Does anyone know what UPSTEP is in the item_shield?
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Thetwodud

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Re: Question about modding
« Reply #4 on: August 05, 2007, 11:01:00 am »

Actually, Gaulgath, you can make [FIELD_SETTLEMENTS] civilizations that have their own towns and etc. I recently created an Ogre civilization (and a separate Half-Ogre one) that is not only playable (with starting towns) in Adventure Mode, but they also trade with my Dwarf Fortress. The only major problems I have is that the merchants in Adventure Mode have no items and that the mayor will usually give me a quest to kill an Ogre....from the same town!
I also added giant clubs which use the mace skill and renamed ogre macemen to Smashers.    :)

The easiest way to do so would be by copying/pasting the Human civilization in the entity_default file and changing the creatures accordingly. You have to make a new world for it as well.

Also, they take up space that would normally be taken by Human civs, so more modded civilizations = less human civilizations.

[ August 05, 2007: Message edited by: Thetwodud ]

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Fishersalwaysdie

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Re: Question about modding
« Reply #5 on: August 05, 2007, 11:29:00 am »

I made a world where instead of elves you have werewolves and instead of humans (homemade) nagas.
It was just a silly experiment my lil bro made me do.
It also showed me I can remove limits of only wooden weapons with elves, and that weapons can't have CRIT_BOOST=5.
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AlanL

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Re: Question about modding
« Reply #6 on: August 05, 2007, 01:26:00 pm »

quote:
Originally posted by Gaulgath:
<STRONG>No, unfortunately. I tried that with kobolds once. Figured I could have the little guy start out in a kobold cave and have him sneak into human towns and steal stuff. Alas, it was not meant to be.    :)

[ August 05, 2007: Message edited by: AlanL ]

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ricemastah

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Re: Question about modding
« Reply #7 on: August 08, 2007, 10:17:00 am »

Anyone know what the max size is for the size tag in creatures?
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Asehujiko

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Re: Question about modding
« Reply #8 on: August 08, 2007, 10:46:00 am »

256 i assume.
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