Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: New Playable: Constructor  (Read 1136 times)

Sappho

  • Bay Watcher
  • AKA Aira; Legendary Female Gamer
    • View Profile
    • Aira Plays Games
New Playable: Constructor
« on: December 16, 2007, 06:05:00 pm »

I spend most of my time in DF building things.  I'm working on a pyramid right now, and I want to make towers, massive statues, castles, labyrinths...  All that sort of stuff.  But I'm tired of fighting with my dwarves, who are always complaining about "needs" and "happiness."  So I'm working on a new playable civ creature to use for building.  I've never tried to do this before, so I'll need a bit of help.

I can't find any info on the tags that go in the entity raw.  I don't know what most of them mean.  I am trying to make changes to the dwarven one, but some of the tags are a mystery: for example, what do SELECT_SYMBOL and CULL_SYMBOL mean?

I know that I don't want to deal with clothing or weapons or fleeing with these guys.  They should be strong enough that combat isn't an issue.  I also don't want them appearing all over the map to harass adventurers.

Here's what I have so far for the creature file:

code:
creature_constructor
[OBJECT:CREATURE]

[CREATURE:CONSTRUCTOR]
     [NAME:constructor:constructors:constructor]
     [TILE:157][COLOR:7:0:0]
     [INTELLIGENT]
     [CANOPENDOORS]
     [PREFSTRING:ceaseless work]
   

[BODY:HUMANOID:2EYES:2EARS:NOSE:4LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:

5FINGERS:5TOES:MOUTH]
     [STOUT]
     [MAXAGE:300:500]
     [ATTACK:MAIN:BYTYPE:GRASP:pummel:pummels:10:30:BLUDGEON][ATTACKFLAG_WITH]
     [ATTACK:SECOND:BYTYPE:MOUTH:chomp:chomps:10:30:GORE][ATTACKFLAG_CANLATCH]
     [CHILD:1][MULTIPLE_LITTER_RARE][CHILDNAME:constructling:constructlings]
     [DAMBLOCK:30]
     [FAT:1]
     [SIZE:6][SPEED:300]
     [EQUIPS]
     [ALL_ACTIVE]
     [CRAFTSMAN_NAME:craftor:craftors]
     [SPEECH:dwarf.txt]
   [SWIMS_LEARNED][SWIM_SPEED:500]
   [PERSONALITY:IMMODERATION:0:55:100]
   [PERSONALITY:VULNERABILITY:0:45:100]
   [PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]
   [EXTRAVISION]
   [FIREIMMUNE_SUPER][PARALYZEIMMUNE]
   [NOBREATHE][NOBLEED][NOBONES][NOEMOTION][NOFEAR][NONAUSEA][NOPAIN][NOSKIN]
   [NOSKULL][NOSMELLYROT][NOSTUCKINS][NOTHOUGHT][NOT_BUTCHERABLE]


Any thoughts?  Suggestions?  Corrections?

Idiom

  • Bay Watcher
  • [NO_THOUGHT]
    • View Profile
Re: New Playable: Constructor
« Reply #1 on: December 16, 2007, 07:21:00 pm »

If you don't want to bother with it:
[NO_DRINK][NO_EAT][NO_SLEEP]
Also you forgot:
[NOSTUN]

You could make them termites or ants of some kind. Otherwise looks good! Remember to go sparsely on cage traps you you can explore you forts later.

[ December 16, 2007: Message edited by: Idiom ]

Logged

Sappho

  • Bay Watcher
  • AKA Aira; Legendary Female Gamer
    • View Profile
    • Aira Plays Games
Re: New Playable: Constructor
« Reply #2 on: December 16, 2007, 07:32:00 pm »

Thanks, I missed those tags in the wiki.  My plan is to use them to fill the world with constructions as quickly and easily as possible, then in storylines they'll be sort of revered as legendary creatures that no longer exist, that filled the world with wonders and then vanished, that sort of thing.

Any tips on how to set up the entity file?

Wiles

  • Bay Watcher
    • View Profile
Re: New Playable: Constructor
« Reply #3 on: December 16, 2007, 07:38:00 pm »

quote:
what do SELECT_SYMBOL and CULL_SYMBOL mean?  

That's what chooses which words are used for their name. For example, cull symbol flowery would disallow flowery words in names.

Logged

Sappho

  • Bay Watcher
  • AKA Aira; Legendary Female Gamer
    • View Profile
    • Aira Plays Games
Re: New Playable: Constructor
« Reply #4 on: December 16, 2007, 07:53:00 pm »

Is there a list of flags for that somewhere?  What if I just don't put any of those tags in - will it cause any problems or would it work fine?

Wiles

  • Bay Watcher
    • View Profile
Re: New Playable: Constructor
« Reply #5 on: December 16, 2007, 08:15:00 pm »

I think it should work fine without it.

language_SYM.txt is the name of the file with them in it if you wanted to pick some out.

Logged

Mr.Person

  • Bay Watcher
    • View Profile
Re: New Playable: Constructor
« Reply #6 on: December 16, 2007, 08:21:00 pm »

quote:
Originally posted by Sappho:
<STRONG>Is there a list of flags for that somewhere?  What if I just don't put any of those tags in - will it cause any problems or would it work fine?</STRONG>

In the raws, load up "language_SYM.txt." You can "select" or "cull" any of the groups.

You probably want "OLD", maybe "SUBORDINATE" or "LEADER" (Depends on how you want them to be, robots or just hard workers), "ARTIFACE", and "ASSERTIVE."

You might be able to put nothin gin there, but then (probably) every word would be equally likely to appear "The Hell Hole of Flowers","The Nasty Friend", ect.

Logged
Youtube video of the year, all years.
Hmm...I've never been a big fan of CCGs - I mean, I did and still do collect Pokemon cards, but I never got heavily into the battling and trading thing.

By definition that makes you a fan since you still buy them.

Greiger

  • Bay Watcher
  • Reptilian Illuminati member. Keep it secret.
    • View Profile
Re: New Playable: Constructor
« Reply #7 on: December 16, 2007, 08:34:00 pm »

From my experience with the entity file you should be good with just copying the dwarf entry (ENTITY:MOUNTAIN) then replacing [CREATURE:DWARF] with [CREATURE:CONSTRUCTOR].  Might wanna get rid of the [CLOTHING] entry if you don't want to deal with it.  That I haven't tried yet but I don't see why it wouldn't work.

As far as I know thats all you'll need to get them to work.  Just make sure that when you choose a civ in dwarf mode that your using the constructor civ and not dwarves.
Unfortunately they will be playable in adv mode and you may come across npc fortresses of them.  But I don't know any way to fix that.

EDIT for smiley and: Oh and unless it's important that adventurers be able to wear armor. Bumping their size in the creature file up to something like 16 would make them nearly invincible. Although admittedly they are rather close to that already.

[ December 16, 2007: Message edited by: Greiger ]

Logged
Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
Quote
I don't need friends!! I've got knives!!!

Sappho

  • Bay Watcher
  • AKA Aira; Legendary Female Gamer
    • View Profile
    • Aira Plays Games
Re: New Playable: Constructor
« Reply #8 on: December 16, 2007, 08:50:00 pm »

What about all the tags about trap components, animals, weapons, armor, toys, instruments...  Do they determine what they can make, or just what you'll get from trading with them?  I want them to be able to build traps and such, but I don't want them to need clothing or armor or weapons or any of that.

Thanks for the help guys.  Anyone want to volunteer to test this once I've got it done?  My computer isn't the fastest when it comes to generating worlds and starting up new games and all that.

atomicoctobot

  • Bay Watcher
    • View Profile
Re: New Playable: Constructor
« Reply #9 on: December 16, 2007, 08:57:00 pm »

A useful flag if you want to build things is to set their raw speed value to something really low like 1. That way things are built nearly instantaneously.
Logged

Greiger

  • Bay Watcher
  • Reptilian Illuminati member. Keep it secret.
    • View Profile
Re: New Playable: Constructor
« Reply #10 on: December 16, 2007, 09:03:00 pm »

Those item tags defiantly determine what they can make.  Maybe what you get in trade too but that I haven't confirmed.  Make sure they still get thier picks though, or you might have some trouble mining stone.

Back in the old 2D I made a custom race without the ability to make traps just by forgetting the trap components, and normal dwarves can't make my custom swords just because they don't have the tags for them.

I'd be willing to test them, I don't have much experience with this kinda testing though so I may provide less than stellar results.

Logged
Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
Quote
I don't need friends!! I've got knives!!!

Sappho

  • Bay Watcher
  • AKA Aira; Legendary Female Gamer
    • View Profile
    • Aira Plays Games
Re: New Playable: Constructor
« Reply #11 on: December 16, 2007, 09:17:00 pm »

Okay, here's what I've got now.  Thoughts?

code:

entity_constructor
[OBJECT:ENTITY]

[ENTITY:CONSTRUCTORS]
   [MOUNTAIN_SETTLEMENTS]
   [CIV_CONTROLLABLE]
   [CREATURE:CONSTRUCTOR]
     [TRANSLATION:DWARF]
     [DIGGER:ITEM_WEAPON_PICK]
     [WEAPON:ITEM_WEAPON_AXE_BATTLE]
   [WEAPON:ITEM_WEAPON_HAMMER_WAR]
   [WEAPON:ITEM_WEAPON_SWORD_SHORT]
   [WEAPON:ITEM_WEAPON_SWORD_LONG]
   [WEAPON:ITEM_WEAPON_PIKE]
   [WEAPON:ITEM_WEAPON_HALBERD]
   [WEAPON:ITEM_WEAPON_SWORD_2H]
   [WEAPON:ITEM_WEAPON_SPEAR]
   [WEAPON:ITEM_WEAPON_MACE]
   [WEAPON:ITEM_WEAPON_MAUL]
   [WEAPON:ITEM_WEAPON_FLAIL]
   [WEAPON:ITEM_WEAPON_MORNINGSTAR]
   [WEAPON:ITEM_WEAPON_SCIMITAR]
   [WEAPON:ITEM_WEAPON_AXE_GREAT]
   [WEAPON:ITEM_WEAPON_CROSSBOW]
      [AMMO:ITEM_AMMO_BOLTS]
   [WEAPON:ITEM_WEAPON_BOW]
      [AMMO:ITEM_AMMO_ARROWS]
   [ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]
   [ARMOR:ITEM_ARMOR_CHAINMAIL:COMMON]
   [ARMOR:ITEM_ARMOR_LEATHER:COMMON]
   [HELM:ITEM_HELM_HELM:COMMON]
   [GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
   [PANTS:ITEM_PANTS_GREAVES:COMMON]
   [SHIELD:ITEM_SHIELD_SHIELD]
   [SHIELD:ITEM_SHIELD_BUCKLER]
     [SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
   [TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
   [TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
   [TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
   [TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
   [TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
   [TOY:ITEM_TOY_PUZZLEBOX]
   [TOY:ITEM_TOY_BOAT]
   [TOY:ITEM_TOY_HAMMER]
   [TOY:ITEM_TOY_AXE]
   [TOY:ITEM_TOY_MINIFORGE]
   [INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
   [INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]
   [INSTRUMENT:ITEM_INSTRUMENT_HARP]
   [INSTRUMENT:ITEM_INSTRUMENT_DRUM]
   [INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]
   [COMMON_DOMESTIC_PACK]
   [COMMON_DOMESTIC_PULL]
   [COMMON_DOMESTIC_MOUNT]
   [COMMON_DOMESTIC_PET]
   [SELECT_SYMBOL:ALL:PRIMITIVE]
   [SELECT_SYMBOL:ALL:MAGIC]
   [SELECT_SYMBOL:ALL:OLD]
   [SELECT_SYMBOL:ALL:LEADER]
   [SELECT_SYMBOL:ALL:MYTHIC]
   [SELECT_SYMBOL:ALL:ARTIFICE]
   [SELECT_SYMBOL:ALL:MYSTERY]
   [SELECT_SYMBOL:ALL:ASSERTIVE]
   [SELECT_SYMBOL:ALL:THOUGHT]
     [CULL_SYMBOL:ALL:UNTOWARD]
     [CULL_SYMBOL:ALL:DOMESTIC]
     [CULL_SYMBOL:ALL:HOLY]
     [CULL_SYMBOL:ALL:EVIL]
   [CULL_SYMBOL:ALL:GOOD]
     [CULL_SYMBOL:ALL:NEGATOR]
     [CULL_SYMBOL:ALL:VIOLENT]
   [CULL_SYMBOL:ALL:DEATH]
   [INDOOR_FARMING]


code:

creature_constructor
[OBJECT:CREATURE]

[CREATURE:CONSTRUCTOR]
     [NAME:constructor:constructors:constructor]
     [TILE:157][COLOR:7:0:0]
     [INTELLIGENT]
     [CANOPENDOORS]
     [PREFSTRING:ceaseless work]
   

[BODY:HUMANOID:2EYES:2EARS:NOSE:4LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:

5FINGERS:5TOES:MOUTH]
     [STOUT]
     [MAXAGE:300:500]
     [ATTACK:MAIN:BYTYPE:GRASP:pummel:pummels:10:30:BLUDGEON][ATTACKFLAG_WITH]
     [ATTACK:SECOND:BYTYPE:MOUTH:chomp:chomps:10:30:GORE][ATTACKFLAG_CANLATCH]
     [CHILD:1][MULTIPLE_LITTER_RARE][CHILDNAME:constructling:constructlings]
     [DAMBLOCK:30]
     [SIZE:6][SPEED:100]
     [EQUIPS]
     [ALL_ACTIVE]
     [CRAFTSMAN_NAME:craftor:craftors]
     [SPEECH:dwarf.txt]
   [SWIMS_LEARNED][SWIM_SPEED:500]
   [PERSONALITY:IMMODERATION:0:55:100]
   [PERSONALITY:VULNERABILITY:0:45:100]
   [PERSONALITY:STRAIGHTFORWARDNESS:0:55:100]
   [EXTRAVISION]
   [FIREIMMUNE_SUPER][PARALYZEIMMUNE]
   [NOBREATHE][NOBLEED][NOBONES][NOEMOTION][NOFEAR][NONAUSEA][NOPAIN][NOSKIN]
   [NOSKULL][NOSMELLYROT][NOSTUCKINS][NOTHOUGHT][NOT_BUTCHERABLE][NO_DRINK][NO_EAT]
   [NO_SLEEP][NOSTUN]


One more thought: the NO_EAT and NO_DRINK and a few other tags weren't in the wiki.  Are you guys sure they are right?  If so, shouldn't they be added?

Greiger

  • Bay Watcher
  • Reptilian Illuminati member. Keep it secret.
    • View Profile
Re: New Playable: Constructor
« Reply #12 on: December 16, 2007, 09:29:00 pm »

Various vanilla creatures use the Dont eat, sleep, and drink tags. Demons are the most notable, so they do work. If any don't work they'll show up in the error logs when the world loads and be ignored.  

Looking over them, I think they would work just fine.  Nothing jumps out at me as incorrect.

As for the wiki...I'm kinda all thumbs with them. I never could figure them out.

Logged
Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
Quote
I don't need friends!! I've got knives!!!