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Author Topic: Some general creature modding questions  (Read 830 times)

EggFibre

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Some general creature modding questions
« on: September 04, 2011, 10:01:51 am »

Hello, I've got some general questions for the community. As helpful as the guides on here and the wiki are, I can't find specifics of what I want to do. I'm pretty sure what I need help with is fairly simple, so any help would be great.

1. I'm looking to create a humanoid creature that is approximatly 20 time bigger than a dwarf (4x taller, 5x wider). Otherwise I'd like to keep physical attributes similar (for now.) How do you go about changing specifics in height and wight. Also, what do the year and day mean in this tag instruction? I get the average size bit.
Quote
(BODY_SIZE|<year>|<day>|<average size>).

2. How do attributes work? There are 7 numbers and various + and - symbols. What do these mean and how should I change them?

3. How does [RELSIZE] work, such as here?
Quote
[RELSIZE:BY_CATEGORY:LIVER:300] Of course!  Standard relative size for humanoids is 200.
Is it as simple as it seems? SAy I were to put liver 1000, would that make it 5  times bigger than a humans? Does it change if I change the average body size? Do other organs change to be relative when you change the average body size?

4. How do modders select which [CREATURE_TILES] and [CREATRE_SOLDIER_TILES] to use? How about colour? How do you set a specific colour for each proffesion? How do you edit these icons into tilesets?

5. Is there a way to make all of my civ aggresive to invaders? I'm thinking about the possibility of doing this without modding. If I were to induct evreyone into the military, but the general population were always on inactive training, could they still work AND fight?

6. Is there a way to allow it that only 1 civ may use a creature (e.g. as a packbeast)?

Again, any help at all would be great. Once I get started, I should get more use to modding and can teach myself, and maybe oneday I can make a mod for the community.

Thnaks,
EggFibre.
« Last Edit: September 04, 2011, 10:41:37 am by EggFibre »
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Trapezohedron

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Re: Some general creature modding questions
« Reply #1 on: September 04, 2011, 10:49:23 am »

Hello, I've got some general questions for the community. As helpful as the guides on here and the wiki are, I can't find specifics of what I want to do. I'm pretty sure what I need help with is fairly simple, so any help would be great.

1. I'm looking to create a humanoid creature that is approximatly 20 time bigger than a dwarf (4x taller, 5x wider). Otherwise I'd like to keep physical attributes similar (for now.) How do you go about changing specifics in height and wight. Also, what do the year and day mean in this tag instruction? I get the average size bit.
Quote
(BODY_SIZE|<year>|<day>|<average size>).

2. How do attributes work? There are 7 numbers and various + and - symbols. What do these mean and how should I change them?

3. How does [RELSIZE] work, such as here?
Quote
[RELSIZE:BY_CATEGORY:LIVER:300] Of course!  Standard relative size for humanoids is 200.
Is it as simple as it seems? SAy I were to put liver 1000, would that make it 5  times bigger than a humans? Does it change if I change the average body size? Do other organs change to be relative when you change the average body size?

4. How do modders select which [CREATURE_TILES] and [CREATRE_SOLDIER_TILES] to use? How about colour? How do you set a specific colour for each proffesion? How do you edit these icons into tilesets?

5. Is there a way to make all of my civ aggresive to invaders? I'm thinking about the possibility of doing this without modding. If I were to induct evreyone into the military, but the general population were always on inactive training, could they still work AND fight?

Again, any help at all would be great. Once I get started, I should get more use to modding and can teach myself, and maybe oneday I can make a mod for the community.

Thnaks,
EggFibre.

Kinda forgot how some parts of DF modding works, so I'll answer what I can, and leave the others blank.

1. The body size year/day part of the tag means that if the creature gets that old, it'll grow to the size defined in 'average size'. I think that size growth is gradual, not instantaneous, so a size 1000 dwarf won't instantly grow to 100000, it'll grow gradually, passing 10000 and 50000 until it reaches the year/day defined in the raws where it'll grow to it's max size.

You can put multiple body size tags, and even make creatures grow smaller when they reach the elder years and such.

2. Attributes simply enhance the creature's abilities. A creature with 5000 agility runs faster than a creature with 1500. From what I know, the +/- thing is just used by toady as a marker for stats. You can forgo adding the +/- thing if you are in a hurry with modding, as it's just a marker.

3. Errm... kinda forgot.

4. Never delved into creature_tiles and creature_soldier_tiles. Sorry.

5. No, in the modding sense, but adding them to the military will make them aggressive against invaders, IIRC.

If you need to learn how to mod, you should try making a functional creature/object/plant/rock/whatever, then delve into the raws of the other mods here. Understood how everything worked that way.
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EggFibre

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Re: Some general creature modding questions
« Reply #2 on: September 04, 2011, 11:06:17 am »

Thanks for the help.

I understand sizing now, it makes sense when you look at it.

Attributes I should be ok with now too.

I think adding [LIKES_FIGHTING] will make them aggresive but I may be wrong. The wiki is kinda vague.

Tnaks again. If anyone can answer the other questions, it would be great.
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Putnam

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Re: Some general creature modding questions
« Reply #3 on: September 04, 2011, 12:16:52 pm »

Just so you know, there can be any number of numbers in the attributes; they represent weighted ranges. For example, from my troll mod:

[MENT_ATT_RANGE:EMPATHY:0:10:2000:5000]

This means that there will be a 1/3 chance for the EMPATHY stat to be between 0 and 10, another 1/3 chance for it to to be between 10 and 2000, and another 1/3 for it to be between 2000 and 5000. Note that, with average human stats in mind, 2000 is "superior". Another example:

[PHYS_ATT_RANGE:STRENGTH:2000:2500:2750:3000:3250:3500:5000]

The constant repeats are not redundant. This means that the average is 2750:3000, and that you will very likely get something between 2000 and 3500.

[MENT_ATT_RANGE:EMPATHY:0:10]

This just means that they're not going to have much empathy at all. I could make it zero, but I don't really like the look of it :P

It's the same case with personality tags.

[PERSONALITY:LIBERALISM:0:100]

That means that the liberalism personality trait will be essentially random, not weighted in any one direction.

[PERSONALITY:LIBERALISM:0:25:75:100]

This means that it will be weighted especially towards the bottom or top (though I think I may have written it thinking it would tend toward the middle ;>_>)

[PERSONALITY:LIBERALISM:0:9]

And this means that they will always love their tradition and nobles.


trees

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Re: Some general creature modding questions
« Reply #4 on: September 04, 2011, 12:40:04 pm »

For your third question, relsize is relative size, so changing the body size of a creature will not change their relsizes at all. Under body_default, you can see that everything has a DEFAULT_RELSIZE. So, using your liver example, anything (from a giant to a dog) that has a liver will have it be the same size, proportionally to the rest of its body. A creature that's only got a body size of 10000 or something with a liver relsize of 1000 would mean it's five times bigger proportionally, but if you cut it out and lined it up next to a human's it would still be smaller, since a human would be seven times bigger than it.

I hope that makes sense.
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i2amroy

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Re: Some general creature modding questions
« Reply #5 on: September 04, 2011, 12:45:26 pm »

6. Not really. The closest you can get is making it so that only that particular civ and that creature share a biome, but there isn't much more that you can do IIRC.
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EggFibre

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Re: Some general creature modding questions
« Reply #6 on: September 04, 2011, 02:31:24 pm »

Thanks for all the help guys.

I have yet another question.
What does the [BODY_APPEARENCE_MODIFIER] do? I notice that it's the same between Dorfs, humans and the current Ogres. Does it actually do anything? Is it worth changing at all?
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EggFibre

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Re: Some general creature modding questions
« Reply #7 on: September 04, 2011, 02:45:19 pm »

I'm also just looking at the raws now, as well as looking at the attribute page on the wiki. There are various attributes on the wiki that arn't in the dwarf raws. How do these work? Goblins also seem to have various personality attributes, which dwarfs don't have. What does the exclusion of these mean? Does it make the choices random?
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squishynoob

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Re: Some general creature modding questions
« Reply #8 on: September 04, 2011, 02:58:56 pm »

The body appearance modifiers basically tell the game how a given characteristic will change.

For example, this:
Code: [Select]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]Gives 6 intervals, each of which has an equal chance of being chosen. After that, a random value is chosen in that interval.
If you change it for example with this:
Code: [Select]
[BODY_APPEARANCE_MODIFIER:HEIGHT:50:90:95:100:105:110:150]
It means that there will be twice as much variation in height, but the average is the same (the middle value is 100)
This:
Code: [Select]
[BODY_APPEARANCE_MODIFIER:HEIGHT:125:145:148:150:152:155:175]means that everyone will be taller (average is 150) at default variation.

Size variation DOES have a bearing on gameplay, but for example, making someone tall and very thin, instead of short and stout, I think it will do no difference - only the overall size is considered.

(I mighty be wrong about the last part, but as far as I know it's like that).
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Putnam

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Re: Some general creature modding questions
« Reply #9 on: September 04, 2011, 03:25:26 pm »

I'm also just looking at the raws now, as well as looking at the attribute page on the wiki. There are various attributes on the wiki that arn't in the dwarf raws. How do these work? Goblins also seem to have various personality attributes, which dwarfs don't have. What does the exclusion of these mean? Does it make the choices random?

It's either random or default.

squishynoob

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Re: Some general creature modding questions
« Reply #10 on: September 04, 2011, 06:03:11 pm »

It's either random or default.

If it isn't listed in the creature's, they are default - something like min 200, avg 1000, max 2000, along these lines.
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