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Author Topic: caravan mods  (Read 1215 times)

Micro102

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caravan mods
« on: December 10, 2008, 08:14:40 pm »

from what i understand, the caravan that traders bring is a creature. so could someone mod a whole new series of things even stronger then the strongest mega beast so far? like each part holds a certian number of smaller creatures that are released when that part is destroyed, or you have to take down certain parts first. and other stuff.

does it even have to be limited to the size of a caravan? couldnt you make it HUGE and be able to shoot 20 fireballs? lol fun in DF mode
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Taritus

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Re: caravan mods
« Reply #1 on: December 10, 2008, 08:26:21 pm »

Uh, caravans aren't hostile, so I doubt they'd be shooting fireballs.  They're hardcoded to be 3x3, and you can't spawn creatures on death, except vermin.  Anything you do spawn will be vermin.  You can even get vermin cows this way, actually making them milkable.
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Micro102

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Re: caravan mods
« Reply #2 on: December 10, 2008, 08:33:11 pm »

what im saying is, since caravans are creatures that use 3 by 3 bodies, can you make a creature like that? can you give it 9 fireball attacks because of the 9 squares?

as for spanwing creatures, can you make some sort of vermin that can injure you?

im not saying that the actual caravans should be changed
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i2amroy

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Re: caravan mods
« Reply #3 on: December 10, 2008, 10:18:45 pm »

Currently the 3x3 effect is tied into the tag that makes the creature a carvan, which means that instead of having a really cool creature you will end up with a wagon with special abilities, (that it doesn't use) you can even create intelligent wagons and embark with them, but they will just explode on embark.

Vermin can cause damage by extracts with the [VERMIN_BITE:10:bitten:USE_EXTRACT] tag. This means that vermin will occasionally inject their extract into a creature that is on the same tile as them and can paralyze or stun them.
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Micro102

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Re: caravan mods
« Reply #4 on: December 10, 2008, 11:02:45 pm »

i dont see why you cant make it hostile...or why you cant make your own, multispaced creature. maybe a 5 by 5 or the shape of a pacman or something. and since cratures seem to be able to hold stuff then it could hold vermin....wouldnt it release these vermin once destroyed?
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Warlord255

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Re: caravan mods
« Reply #5 on: December 10, 2008, 11:27:30 pm »

i dont see why you cant make it hostile...or why you cant make your own, multispaced creature. maybe a 5 by 5 or the shape of a pacman or something. and since cratures seem to be able to hold stuff then it could hold vermin....wouldnt it release these vermin once destroyed?

You must understand that - sadly - many, many things in DF are hardcoded. Wagons are one of them.
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Micro102

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Re: caravan mods
« Reply #6 on: December 10, 2008, 11:36:18 pm »

ugh i thought DF was completly malliable. still.....if its possible to create 1 square creatures, then why not multisquare ones?.....i just cant shrug it off. can someone at least try? how do wagons have multisquares? why cant it be made so you can add something that does? explain to me if it is impossible
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TettyNullus

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Re: caravan mods
« Reply #7 on: December 10, 2008, 11:40:38 pm »

Wagon's special case, it's the only multi-tile 'creature' even dragons, titans and other megas only uses one tile, but it's expected that future versions will have more stuffs in raws to fiddle with.
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Micro102

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Re: caravan mods
« Reply #8 on: December 11, 2008, 12:06:40 am »

so nobody can even access DF main code?
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Assassinfox

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Re: caravan mods
« Reply #9 on: December 11, 2008, 12:07:32 am »

No, nobody can access the main source code for DF.  That's why this stuff is referred to as "hardcoded".  The only things you can mod are the things in the Raw files.

Erom

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Re: caravan mods
« Reply #10 on: December 11, 2008, 12:42:06 pm »

how do wagons have multisquares? why cant it be made so you can add something that does? explain to me if it is impossible

Wagons are 3x3 by virtue of the [EQUIPMENT_WAGON] tag. The only way to get a 3x3 creature is with this tag. This tag also makes the creature only show up as a wagon with traders, and so it will always be friendly, and, because the game thinks it is a wagon, probably won't use any special abilities or attacks.

Things you can change about wagons:
1) The name
2) How much it can carry
3) The gender
4) What it drops on death (besides it's contents)
5) All the usual butcherable, mundane, ect. tags

Things you can't change about wagons:
1) How they are displayed
2) How they behave (inc. being pulled by pack animals)

Things you might be able to change, I don't know:
1) Color
2) Temperature stuff
3) The speed they move at
4) Swimming?

So you could, for example, make a wagon called a "giant turtle", that left a corpse on death and could be killed and butchered, but it would still be a wagon that would have to be pulled by horses or whatever and wouldn't do anything but walk to your trade depot, run from attackers, and walk back to the edge of the map when finished.
« Last Edit: December 11, 2008, 12:51:27 pm by Erom »
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Hectonkhyres

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Re: caravan mods
« Reply #11 on: December 11, 2008, 06:18:00 pm »

Question: Is it possible to imbue a wagon with the ability to fly and/or swim in the hopes of opening more of the map to elven/human caravans? I'm speaking of getting non-dwarven caravans in isolated islands or mountain valleys.
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i2amroy

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Re: caravan mods
« Reply #12 on: December 11, 2008, 06:57:37 pm »

No it is not because the way that wagons move is hardcoded, this means that even if you have amphibious mounts, wagons, and civs, they will not cross over oceans, nor if they are flying will they cross over.

@Erom
Some of the things that you say about wagons aren't really possible to change because the [EQUIPMENT_WAGON] tag implies against them. Those things are
Stun, Nausea, Bleeding, Emotion, Stuck-ins, Severonbreaks, lack of skull, skin, bones and meat, paralyzation immunity, lack of fear, smellyrot, and gender. The color also seems to be hardcoded, as well as the speed.

This means that really the only things that you can change for wagons is temperature, how much they can carry, what they drop at death, what their name is, and what materials they can be made of. (e.g. I have created metal wagons in my game version.)
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Marlowe

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Re: caravan mods
« Reply #13 on: December 11, 2008, 11:19:24 pm »

Faerie wagons move a lot faster than the Dwarven ones. That may be irrelevant to this discussion, but speed can change according to the speed of the user.
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Erom

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Re: caravan mods
« Reply #14 on: December 12, 2008, 12:32:42 am »

smellyrot, and gender

I totally believe you, I was just extrapolating from the raws, which had the NOSMELLYROT and GENDER tags present.
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