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Author Topic: First attempt.  (Read 1693 times)

TomiTapio

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Re: First attempt.
« Reply #15 on: April 07, 2011, 07:35:22 am »

Here's a standard chunk of stuff, copied from dog creature. Do give your Borries some blood, arteries, and attacks. I assume they're made of flesh and blood?
I think you should have started your creature-making using an existing, known-to-work creature as a template. Also, they need a nice long description, perhaps five sentences longs.

Code: [Select]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]

[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]

[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]

[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]

Code: [Select]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:scratch:scratches] --can rename this
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]

and from random humanoid, take these:
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
note the MAIN and SECOND priorities on dog's attacks.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

MasterMorality

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Re: First attempt.
« Reply #16 on: April 11, 2011, 04:43:26 am »

Ah, ok, thank you for this, helped a lot!

I thought about cannibalising existing RAWs but I find that I understand things better if I build them from the ground up.

Still, I'm thinking about adding tusks to my creature, so I think I'll go scour the elephant RAWs for that and see if I can make them work on my own.
I shall return, for help, or with glory.

Edit:

Note to self: missing admin positions.

Well, they are pretty much done. Goring is in place and works nicely.
I made them a civilisation. They didn't survive, as a species, very far it seems. Fifty or so years?
The major Borloth civs in the history seem to be mishmashes of random races. Dawrves, elves, whatever. Most of the Borloth in the early history either starve or are killed by giants/titans/etc.

I playtested Fortress mode with them. Funny that, because I gave them inherent butchering ability, they almost all start out as butchers.
 


Code: [Select]
entity_borloth

[OBJECT:ENTITY]

[ENTITY:BORLOTH]
[ADVENTURE_TIER:15]
[INDIV_CONTROLLABLE]
[CIV_CONTROLLABLE]
[CREATURE:BORLOTH]
[TRANSLATION:HUMAN]

[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:SUMMER]
[ACTIVE_SEASON:AUTUMN]
[ACTIVE_SEASON:WINTER]

[BIOME_SUPPORT:ANY_TEMPERATE:5]
[BIOME_SUPPORT:SUBTERRANEAN_CHASM:2]
[BIOME_SUPPORT:TUNDRA:2]
[BIOME_SUPPORT:TAIGA]
[START_BIOME:ANY_TEMPERATE]
[START_BIOME:SUBTERRANEAN_CHASM]
[DEFAULT_SITE_TYPE:CAVE_DETAILED]
[LIKES_SITE:CAVE_DETAILED]
[LIKES_SITE:TREE_CITY]
[WORLD_CONSTRUCTION:TUNNEL]
[WORLD_CONSTRUCTION:WALL]
[WORLD_CONSTRUCTION:BRIDGE]

[START_GROUP_NUMBER:6]
[MAX_STARTING_CIV_NUMBER:10]
[MAX_POP_NUMBER:20000]
[MAX_SITE_POP_NUMBER:300]

[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_AXE_BEARDED]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_DANE_AXE]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_HAMMER_WAR]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_DAGGER]
[WEAPON:ITEM_WEAPON_MACE]
[WEAPON:ITEM_WEAPON_CROSSBOW]
[AMMO:ITEM_AMMO_BOLTS]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_AXE_TRAINING]
[WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[WEAPON:ITEM_WEAPON_SPEAR_TRAINING]
[WEAPON:ITEM_WEAPON_HAMMER_TRAINING]
[WEAPON:ITEM_WEAPON_MACE_TRAINING]
[WEAPON:ITEM_WEAPON_MAUL]
[WEAPON:ITEM_WEAPON_HAMMER_WAR]
[WEAPON:ITEM_WEAPON_SWORD_SHORT]
[WEAPON:ITEM_WEAPON_SWORD_LONG]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_MACE_SCEPTER]
[WEAPON:ITEM_WEAPON_CROSSBOW]
[AMMO:ITEM_AMMO_BOLTS]
[WEAPON:ITEM_WEAPON_LONGBOW]
[AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_PIKE]
[WEAPON:ITEM_WEAPON_HALBERD]
[WEAPON:ITEM_WEAPON_SWORD_2H]

[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[ARMOR:ITEM_ARMOR_COAT:COMMON]
[ARMOR:ITEM_ARMOR_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[ARMOR:ITEM_ARMOR_TOGA:UNCOMMON]
[ARMOR:ITEM_ARMOR_CAPE:COMMON]
[ARMOR:ITEM_ARMOR_VEST:COMMON]
[ARMOR:ITEM_ARMOR_DRESS:COMMON]
[ARMOR:ITEM_ARMOR_ROBE:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[HELM:ITEM_HELM_HAUBERK:COMMON]
[HELM:ITEM_HELM_KETTLE:COMMON]
[HELM:ITEM_HELM_CAP:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[HELM:ITEM_HELM_1HORN:COMMON]
[HELM:ITEM_HELM_SPIKED:COMMON]

[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[GLOVES:ITEM_GLOVES_MITTENS:COMMON]
[SHOES:ITEM_SHOES_SHOES:COMMON]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
[SHOES:ITEM_SHOES_CHAUSSE:UNCOMMON]
[SHOES:ITEM_SHOES_SOCKS:COMMON]
[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]
[PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
[PANTS:ITEM_PANTS_THONG:UNCOMMON]
[PANTS:ITEM_PANTS_SKIRT_SHORT:COMMON]
[PANTS:ITEM_PANTS_BRAIES:UNCOMMON]
[SHIELD:ITEM_SHIELD_KITE]
[SHIELD:ITEM_SHIELD_TOWER]
[SHIELD:ITEM_SHIELD_SHIELD]
[SHIELD:ITEM_SHIELD_BUCKLER]


[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_MINIWELL]
[TOY:ITEM_TOY_MINIDEPOT]
[TOY:ITEM_TOY_CATAPULT]

[TOOL:ITEM_TOOL_CAULDRON]
[TOOL:ITEM_TOOL_LADLE]
[TOOL:ITEM_TOOL_BOWL]
[TOOL:ITEM_TOOL_MORTAR]
[TOOL:ITEM_TOOL_PESTLE]
[TOOL:ITEM_TOOL_KNIFE_CARVING]
[TOOL:ITEM_TOOL_KNIFE_BONING]
[TOOL:ITEM_TOOL_KNIFE_SLICING]
[TOOL:ITEM_TOOL_KNIFE_MEAT_CLEAVER]
[TOOL:ITEM_TOOL_FORK_CARVING]
[TOOL:ITEM_TOOL_NEST_BOX]
[TOOL:ITEM_TOOL_JUG]
[TOOL:ITEM_TOOL_LARGE_POT]
[TOOL:ITEM_TOOL_HIVE]

[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]
[INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]
[INSTRUMENT:ITEM_INSTRUMENT_HARP]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]


[CURRENCY:COPPER:2]
[CURRENCY:SILVER:7]
[CURRENCY:GOLD:20]


[ETHIC:EAT_SAPIENT_KILL:PERSONAL_MATTER]
[ETHIC:EAT_SAPIENT_OTHER:PERSONAL_MATTER]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:OATH_BREAKING:APPALLING]
[ETHIC:TORTURE_FOR_INFORMATION:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]




[CLOTHING]
[SUBTERRANEAN_CLOTHING]
[EQUIPMENT_IMPROVEMENTS]
[WOOD_WEAPONS]
[WOOD_ARMOR]
[INDOOR_WOOD]
[ABUSE_BODIES]
[WILL_ACCEPT_TRIBUTE]
[RELIGION:PANTHEON]
[WANDERER]
[SCOUT]
[BEAST_HUNTER]
[BANDITRY:40]
[MERCHANT_BODYGUARDS]
[USE_CAVE_ANIMALS]
[USE_EVIL_ANIMALS]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PACK]
[INDOOR_FARMING]

[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:GEM_SETTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:HARDEN_IRON]
[PERMITTED_REACTION:BLACK_STEEL_MAKING]

[SELECT_SYMBOL:WAR:NAME_WAR]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[SELECT_SYMBOL:CIV:NAME_ENTITY_KINGDOM]
[SELECT_SYMBOL:SITE:NAME_ENTITY_TOWN_FOUNDER]

« Last Edit: April 11, 2011, 08:29:46 am by MasterMorality »
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TomiTapio

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Re: First attempt.
« Reply #17 on: April 11, 2011, 09:01:05 am »

The major Borloth civs in the history seem to be mishmashes of random races. Dawrves, elves, whatever. Most of the Borloth in the early history either starve or are killed by giants/titans/etc.

I playtested Fortress mode with them. Funny that, because I gave them inherent butchering ability, they almost all start out as butchers.
Starve? Give their entity [OUTDOOR_FARMING] then. Or indoor if they're cave dwellers.

Yep, natural skill to those who can have professions, usually leads to that.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

MasterMorality

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Re: First attempt.
« Reply #18 on: April 11, 2011, 02:20:41 pm »

Well, I set them up as both, changed it a bit, gave them indoor and outdoor farming.
Not much has changed, they survive a little longer, but not past 90 years. No sign of them in the last pages of a 250 year history.
I'm wondering, having set them as potentially chasm dwelling, if some of them are hidden?
That or they're just dying out. It's hard to tell, they still appear as civilisations on the map in adventure and fortress mode.

I haven't updated since the .19, but I doubt the legends mode has been updated.

Or have I overlooked the power of leadership/nobility roles/ etc, and they're dying out because there's nobody to tell them what to do (which might sounds stupid, but I actually wouldn't be surprised if Toady had put that type of thing in....)
« Last Edit: April 11, 2011, 02:26:07 pm by MasterMorality »
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GreatWyrmGold

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Re: First attempt.
« Reply #19 on: April 11, 2011, 08:43:55 pm »

Well, I set them up as both, changed it a bit, gave them indoor and outdoor farming.
Not much has changed, they survive a little longer, but not past 90 years. No sign of them in the last pages of a 250 year history.
I'm wondering, having set them as potentially chasm dwelling, if some of them are hidden?
That or they're just dying out. It's hard to tell, they still appear as civilisations on the map in adventure and fortress mode.

I haven't updated since the .19, but I doubt the legends mode has been updated.

Or have I overlooked the power of leadership/nobility roles/ etc, and they're dying out because there's nobody to tell them what to do (which might sounds stupid, but I actually wouldn't be surprised if Toady had put that type of thing in....)
Are they getting into wars? If so, changing the ethics might help.
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MasterMorality

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Re: First attempt.
« Reply #20 on: April 12, 2011, 03:12:08 am »

You know, I do have 'likes to fight' in there somewhere, and the don't seem to have much problem with charging after giants and titans and taking them on.
One leading cause is that they have a love of wandering into the wilderness and starving to death.

I like them fighting and wandering like that though. I was thinking should they have the [large_predator] tag then? Might that help them survive in the wild?

edit: SUCCESS!

Added large_predator to them, and gave them a nobles/positions thing (need to change some of the names to reflect their society and flavour) but they now survive, very well might I add, to the generated date. 250 years history shows now sign of them slacking off.
I think I'll flesh out the description, do the nobles thing and play test a bit, see if I'm missing anything major, I assume a boat load of reactions...
And then I might give them a language.
« Last Edit: April 12, 2011, 08:34:00 am by MasterMorality »
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