Here I am, clueless again...
Two Three Four questions today.
1. Question about weapon poisoning?
Im currectly looking at
Genesis Reborn Coating Vat building, and its specific reactions that allows to coat weapons with poison - from what I see its done by two things - improvement reaction and poisonious materials.
Example:
[PLANT:VENOM_GLAND_AGONY]
[NAME:agony venom gland][NAME_PLURAL:agony venom gland][ADJ:agony venom gland]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2][REACTION_CLASS:VENOM_GLAND]
[MATERIAL_REACTION_PRODUCT:VENOM_MAT:LOCAL_PLANT_MAT:EXTRACT]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:11][PICKED_COLOR:3:0:0]
[VALUE:2]
[USE_MATERIAL_TEMPLATE:EXTRACT:PLANT_EXTRACT_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen agony venom]
[STATE_NAME_ADJ:LIQUID:agony venom]
[STATE_NAME_ADJ:GAS:boiling agony venom]
[REACTION_CLASS:AGONY_VENOM]
[REACTION_CLASS:COATING_POISON]
[MATERIAL_VALUE:5]
[DISPLAY_COLOR:5:0:0]
[PREFIX:NONE]
[EXTRACT_STORAGE:BARREL]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:agony venom]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INJECTED]
[SYN_INGESTED]
[CE_PAIN:SEV:5000:PROB:100:RESISTABLE:SIZE_DILUTES:START:0:END:100]
[CE_PAIN:SEV:1000:PROB:100:RESISTABLE:SIZE_DILUTES:START:150:END:600]
[EXTRACT_BARREL:LOCAL_PLANT_MAT:EXTRACT]
[PREFSTRING:deadliness]
Basically from the looks of it, it takes material, that got a syndrome (General_Poison) defined, 'improves' a weapon/bolt/arrow with it so the weapon is covered, and it transfers syndrome (mostly triggered when it enter's blood system) on hit.
Is that correct?
So for implementing a new poisons I just need to define a improvement reaction and a new, poisonious material. Is that all? No more 'Syndrome Magic'? No more digging layers upon layers of text?
2. Question about upgrading leather?
Im currently using Voek's leather mod (greatly lowers the number of leather types, to mostly three grades: animal, rare and exotic leather).
I tried to merge it with a Upgradable Leather Mod, but the exact mechanics of how both of them should look after merge eludes me, and in the end upgrading brings the item back to animal skin, which in turn can be tanned again. [facepalm]
Can someone kindly tell me what needs to be changed (not specific, just in general) to turn/upgrade one kind of material into another, while keeping the orginal name intact? (so I can have my hard
exotic leather, and studded
animal leather, etc.)
Tried to look at some bigger mods for intel, but they are SO big, that sometimes I just dunno whats really going out there.
3. Question about animals on embark?
It is possible to define a new animal groups (like [COMMON_DOMESTIC_
PACKOBOLD] added), so you could have a bigger control over what you can bring on embark, and what caravans from different civs could bring?
4. Civs in entity_default?
It would be possible to make two civs using the same creature type, or each civ needs to have different, unique creature type (even if its a copy+paste, meh).
For example:
[ENTITY:MOUNTAIN]
[CREATURE:DWARF]
[TRANSLATION:DWARF]
[ENTITY:HILLS]
[CREATURE:DWARF]
[TRANSLATION:DWARF]
I know its cheating on what I said at the beggining of post, but:
4.5.
Well, another fast question.Can you use [HARD]/[METAL]/[STONE]/[BARRED] tags on ammo/weapons/etc. or it doesn't work? (clay sling ammo is extremely stupid, as are copper slings)