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Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1055413 times)

Gaybarowner

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4365 on: March 06, 2013, 08:34:13 am »

as so the same as regular raised undead?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4366 on: March 06, 2013, 10:08:59 am »

yeah

Gaybarowner

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4367 on: March 06, 2013, 10:36:37 am »

yeah
Ah alright thank you putnam <3
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4368 on: March 06, 2013, 11:07:46 am »

Also for "Underground special" Is there any difference from that to a husk/thrall stat wise?
Yes. "Underground Specials" are exactly like raised corpses, using the fake "hitpoint" system and receiving no alteration to speed or stats. Thus, they are far, far weaker than husks.

yeah
Ah alright thank you putnam <3
I see what you are up to Putnam! Coming in here with your one word answers and stealing the glory from other innocent answerers! :P
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It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Gaybarowner

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4369 on: March 06, 2013, 12:35:39 pm »

Also for "Underground special" Is there any difference from that to a husk/thrall stat wise?
Yes. "Underground Specials" are exactly like raised corpses, using the fake "hitpoint" system and receiving no alteration to speed or stats. Thus, they are far, far weaker than husks.

yeah
Ah alright thank you putnam <3
I see what you are up to Putnam! Coming in here with your one word answers and stealing the glory from other innocent answerers! :P
Putnam is the hero dwarves need
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xcorps

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4370 on: March 06, 2013, 04:09:50 pm »

Is there a way to change mood behavior? Particularly frequency, and also possible stop it from happening for x number of years, or tie moods to wealth or population?
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i2amroy

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4371 on: March 06, 2013, 04:18:50 pm »

Is there a way to change mood behavior? Particularly frequency, and also possible stop it from happening for x number of years, or tie moods to wealth or population?
No. You can turn it off/on with the init file, [ARTIFACTS:YES/NO], but that's it.
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Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

xcorps

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4372 on: March 06, 2013, 06:15:15 pm »

Is there a way to change mood behavior? Particularly frequency, and also possible stop it from happening for x number of years, or tie moods to wealth or population?
No. You can turn it off/on with the init file, [ARTIFACTS:YES/NO], but that's it.

That's too bad, it'd be nice. Thanks for the quick reply.
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Nil Athelion

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4373 on: March 06, 2013, 11:46:41 pm »

Before the DF2012 update, I was working on a few mods.  But totally got sidetracked with the DF2012 update, and then with other things.

I have a bunch of dinosaur animals written up, and some civ stuff.  Is there anything that keeps me from just plugging the same animals into DF2012?

Anything that makes making animals easier or more interesting since before DF2012 came out?

Is there a place I can read all that kind of stuff?
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Putnam

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4374 on: March 07, 2013, 12:01:52 am »

The only thing I can think of that really change things up is... tongues. Tongues were added.

WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4375 on: March 07, 2013, 12:45:33 am »

A few tokens related to aliveness and whether or not a creature can become undead were changed/removed. Other than that, not much.

Some important entity and language file changes though, so watch out. You'll have to remove the dirty words from any custom languages since the game will give you "unrecognized word token: [WORD:ANUS], etc" errors.
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Teneb

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4376 on: March 07, 2013, 06:12:33 am »

Webs and firebreath were also modified, but I think that's it.
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Sutremaine

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4377 on: March 07, 2013, 11:21:28 am »

yeah
I thought regular raised undead got bonuses to strength and toughness?
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Boltgun

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4378 on: March 08, 2013, 02:02:10 am »

Does the FRIENDLY_COLOR tag work for world map settlements?  I tried putting [FRIENDLY_COLOR:4:0:1] but the dark fortress built by my civ is gobelin purple instead of red.
Perhaps I hit an hardcoded part.

Otherwise I found out that vanilla dwarves also lack the trigger tags to lay siege, I just added those to see how it goes.
I suppose I cannot redefine the MOUTAINS entity in my own raws to add the tags and I need them to be in entity_default.

Anyway, I only need to mope up details, like adding pets because fiber cloth only caused me 2 failed moods. I'm always amazed how easy modding DF is.
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WillowLuman

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Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #4379 on: March 08, 2013, 02:12:34 am »

Webs and firebreath were also modified, but I think that's it.

Oh yes, if any of your creatures have webs, firebreath, fireballs, or any breath attack, you'll need to rewrite that in interaction form.
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Dwarf Souls: Prepare to Mine
Keep Me Safe - A Girl and Her Computer (Illustrated Game)
Darkest Garden - Illustrated game. - What mysteries lie in the abandoned dark?
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