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Author Topic: Modding the GCS  (Read 866 times)

Teferi

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Modding the GCS
« on: December 19, 2009, 09:45:37 am »

I'm trying to mod the GCS to be sellable by other civs. what tags should I add to the entry?

Edit: wow I messed up the title
« Last Edit: December 23, 2009, 12:05:08 pm by Teferi »
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I think it'd be better to just throw him in a pit.
By pit I mean "ledge designated as pit some 30 levels above the ground water magma" and that would,as they say be the end of that.
Unless a sword/axedwarf gets to 'em.. then it's rhesus pieces...

Deon

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Re: Modding the CGS
« Reply #1 on: December 19, 2009, 09:58:55 am »

[PET] or [PET_EXOTIC]
Elves should bring them.

Don't forget [PETVALUE:$]
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Teferi

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Re: Modding the CGS
« Reply #2 on: December 19, 2009, 10:23:39 am »

one last question: would adding [PET_DOMESTIC] tags to it cause the humans and dwarves to sell it?
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I think it'd be better to just throw him in a pit.
By pit I mean "ledge designated as pit some 30 levels above the ground water magma" and that would,as they say be the end of that.
Unless a sword/axedwarf gets to 'em.. then it's rhesus pieces...

LegoLord

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Re: Modding the CGS
« Reply #3 on: December 19, 2009, 10:28:45 am »

[PET] and [COMMON_DOMESTIC] would.  There is no [PET_DOMESTIC].  Actually, don't they already have [PET_EXOTIC], Deon?  Even if they didn't, elves only bring local exotic animals.  Nothing not from their biomes.
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Teferi

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Re: Modding the CGS
« Reply #4 on: December 19, 2009, 10:31:26 am »

gah... that's hat I meant.
I have put both of those on the GCS
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I think it'd be better to just throw him in a pit.
By pit I mean "ledge designated as pit some 30 levels above the ground water magma" and that would,as they say be the end of that.
Unless a sword/axedwarf gets to 'em.. then it's rhesus pieces...

Deon

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Re: Modding the CGS
« Reply #5 on: December 19, 2009, 10:32:04 am »

Oops, right. The elves don't live in caves and chasms, here's the problem :). You have to change their biome too.
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Xehon

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Re: Modding the CGS
« Reply #6 on: December 19, 2009, 12:48:21 pm »

Ooohh... I can see where this is going. A lot of fun is going to be had, when you end up making the bastards common enough that everywhere you embark to is going to be swarming with GCSes. Mmmmhhhh... Actually I should try that myself one of these days.
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darkflagrance

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Re: Modding the CGS
« Reply #7 on: December 19, 2009, 01:05:22 pm »

Ooohh... I can see where this is going. A lot of fun is going to be had, when you end up making the bastards common enough that everywhere you embark to is going to be swarming with GCSes. Mmmmhhhh... Actually I should try that myself one of these days.

Or even better, make them a civ that sieges you.
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...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

Lancensis

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Re: Modding the CGS
« Reply #8 on: December 19, 2009, 03:30:43 pm »

There's a [USE_CAVE_ANIMALS] tag for entities. Otherwise, they'll only use creatures that are in the caves near them (which might only be a few)
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Deon

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Re: Modding the CGS
« Reply #9 on: December 19, 2009, 05:51:24 pm »

*facepalm*
[USE_CAVE_ANIMALS]  with elves should give them all the underground pets without taking them outside. Doh. I should sleep a bit, my brain is dull :D.
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Teferi

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Re: Modding the CGS
« Reply #10 on: December 21, 2009, 08:30:03 pm »

Just had a wonderful idea, Why wait for a caravan to even bring the GCS?! Embark with one (or more). do I need to add any tags for that?
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I think it'd be better to just throw him in a pit.
By pit I mean "ledge designated as pit some 30 levels above the ground water magma" and that would,as they say be the end of that.
Unless a sword/axedwarf gets to 'em.. then it's rhesus pieces...

Halmie

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Re: Modding the CGS
« Reply #11 on: December 21, 2009, 10:58:07 pm »

[COMMON_DOMESTIC].
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Meh.

Teferi

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Re: Modding the CGS
« Reply #12 on: December 21, 2009, 11:17:26 pm »

Well seeing as I've already put it down I should be good
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I think it'd be better to just throw him in a pit.
By pit I mean "ledge designated as pit some 30 levels above the ground water magma" and that would,as they say be the end of that.
Unless a sword/axedwarf gets to 'em.. then it's rhesus pieces...

Teferi

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Re: Modding the CGS
« Reply #13 on: December 23, 2009, 11:51:10 am »

at one point I had done it (being able to embark with a GCS) yet it was expensive. I tried to fix it only to not be able to embark with one now. I'll post the modded entry on it:

[CREATURE:SPIDER_CAVE_GIANT]
   [NAME:giant cave spider:giant cave spiders:giant cave spider]
   [TILE:'S'][COLOR:7:0:0]
   [MODVALUE:10]
   [LARGE_ROAMING][DIFFICULTY:3]
   [EXTRACT:giant cave spider venom:7:0:0]
   [EXTRACT_VALUE:100]
   [EXTRACT_PARALYZE][NATURAL][PET][COMMON_DOMESTIC]
   [EXTRACT_ANTIDOTE:giant cave spider antivenin:7:0:0:100]
   [WEBBER][THICKWEB][WEBIMMUNE][PARALYZEIMMUNE]
   [LARGE_PREDATOR]
   [GENPOWER:4]
   [BLOODTYPE:W][CHITIN]
   [PETVALUE:20]
   [GRASSTRAMPLE:10]
   [CARNIVORE]
   [NOPAIN][EXTRAVISION][NOSTUN][NOEMOTION][NOSKULL][NOBONES]
   [NOFEAR]
   [PREFSTRING:mystery]
   [BODY:SPIDER:2EYES:HEART:GUTS:BRAIN:MOUTH]
   [SIZE:10]
   [BIOME:SUBTERRANEAN_CHASM]
   [MAXAGE:20:30]
   [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH][SPECIALATTACK_INJECT_EXTRACT:50:100]
   [FAT:1]
   [NO_SLEEP]
   [ALL_ACTIVE]
   [POPULATION_NUMBER:3:5]
   [HOMEOTHERM:10040]
   [STANDARD_FLESH]
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I think it'd be better to just throw him in a pit.
By pit I mean "ledge designated as pit some 30 levels above the ground water magma" and that would,as they say be the end of that.
Unless a sword/axedwarf gets to 'em.. then it's rhesus pieces...