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Author Topic: Cultural Flavor Mod: North (Viking) Dwarf  (Read 2608 times)

wolflance

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Re: Cultural Flavor Mod: North (Viking) Dwarf
« Reply #15 on: May 28, 2011, 01:19:40 am »

ver. 0.1a release.

Just some minor tweaking.
I included a graphics raws that enable my mod to support Phoebus's graphic set (Thanks Phoebus!).

Question:
In the legend mode, the modded civ still shows "xyz is a dwarf civilization" instead of "xyz is a north dwarf civilization" . What should I change in order to fix this?
 
« Last Edit: May 28, 2011, 01:23:01 am by wolflance »
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narhiril

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Re: Mod Idea: Cultural Flavor
« Reply #16 on: May 28, 2011, 03:15:10 am »

So it turns out that finished goods and furniture can't be modded. That mean I had to mod the fillet into a headgear, and no ship burial for my dwarfs :'(.

Oh no, no runestone either T T.

I will look into the possibility of stone ship, but for now I am working on their cuisine and noble title.

Not entirely true.  You can define toys, instruments, and tools, which all count as "finished goods."  Tools don't have to have a defined function, and I've been using them to create all sorts of weird items not otherwise possible (toys and instruments only allow you to define material type and name).

An example:

Spoiler (click to show/hide)

When these are produced, they show up as tile 128 (mechanism tile from Ironhand's set), multiply the base material's value by 30, and are called "advanced (material) mechanisms."  You can't to my knowledge, define a new tool function for them, but you can use them in your own reactions quite easily.

For example...

[REAGENT:A:1:TOOL:ITEM_TOOL_ADVMECH_LFR:NONE:NONE]

...will take one advanced mechanism of any material.  You should even be able to get custom container types for alcohol, etc, but I haven't explored the pre-defined tool functions that thoroughly.

ver. 0.1a release.

Just some minor tweaking.
I included a graphics raws that enable my mod to support Phoebus's graphic set (Thanks Phoebus!).

Question:
In the legend mode, the modded civ still shows "xyz is a dwarf civilization" instead of "xyz is a north dwarf civilization" . What should I change in order to fix this?
 

Let me download and take a look.  Expect an edit shortly.

EDIT: Find and delete these lines in creature_northdwarf.txt

   [NAME:dwarf:dwarves:dwarven]
   [CASTE_NAME:dwarf:dwarves:dwarven]

Replace them with...

   [NAME:dwarf:dwarves:northern dwarven]
   [CASTE_NAME:dwarf:dwarves:northern dwarven]

Assuming you don't want to change the actual creature names.  If you do, that's easy, just modify the singular and plural fields for both tokens.  These tokens use the format [NAME:singular:plural:adjective].
« Last Edit: May 28, 2011, 03:21:32 am by narhiril »
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wolflance

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Re: Cultural Flavor Mod: North (Viking) Dwarf
« Reply #17 on: May 28, 2011, 03:31:32 am »

Thanks for your help! That will open up a lot of possibilities.

I will make an update/fix as soon as I am free.
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wolflance

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Re: Cultural Flavor Mod: North (Viking) Dwarf
« Reply #18 on: May 28, 2011, 08:47:52 am »

(Near)Future Plan and question:
1)Create a drinking horn
Base on the suggestion of narhiril, I would like to try to mod in drinking horn as a container, by creating a custom tool. However I don't know the function of [TOOL_USE:LIQUID_CONTAINER] tag in the raw.

Will the dwarfs use the tool with [TOOL_USE:LIQUID_CONTAINER] tag to contain liquid not specified in a reaction?

Or I must create a custom reaction and specify the drinking horn as the container of the product? (Like royal jelly/honey) 

*Ideally I want it to behave like flask/waterskin. But sadly those are hard-coded. 


2)Gleipnir
I stumble upon this when I was looking for information about the norse. It is basically an uber-silk, created by the dwarfs to bound the legendary fenris wolf.

So I thought: Why not include this in my mod? It is Norse and it is Dwarfy! I can certainly create a custom react-

Oh wait, here are the ingredient.

-The sound of a cat's footfall
-The beard of a woman
-The roots of a mountain
-The sinews of a bear
-The breath of a fish
-The spittle of a bird

I want to stick to the lore as close as possible, so I will have to make some workaround ;P

1) Throw a cat into a furnance, and you will certainly hear its footfall. I think I will just butcher the cat and use its leg as ingredient LOL.
2) Dwarf woman grows beard...O wait they don't? Just mod the beard in (Preferably shearable)
3) I don't know...mod in some cavern plant called 'Mountainroot' ?
4) There is a sinew template in the raws...and there are lots of bears...So there must be some way to use this.
5) Lungfish comes to mind.
6) Bird nest soup anyone?

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