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Poll

Should I restart this mod from scratch?

No
- 3 (10.7%)
I am undecided
- 4 (14.3%)
Yes, but keep the old files
- 13 (46.4%)
Yes, and remove the old files
- 4 (14.3%)
What are you, high?
- 4 (14.3%)

Total Members Voted: 28


Pages: 1 ... 5 6 [7] 8 9 ... 40

Author Topic: Dragonic Civilization (In process of being redone)  (Read 104244 times)

slothen

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Re: Dragonic Civilization v.0.4.1
« Reply #90 on: May 10, 2012, 01:57:16 pm »

GET BACK ON TOPIC!  THIS IS NOT A KOBOLD THEAD!

Are you going to tell me what a dracon is?
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Hugo_The_Dwarf

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Re: Dragonic Civilization v.0.4.1
« Reply #91 on: May 10, 2012, 02:44:18 pm »

GET BACK ON TOPIC!  THIS IS NOT A KOBOLD THEAD!

Are you going to tell me what a dracon is?
I think it was explained?
So what is a dracon?  No one explained.  :-\

It varies a lot as there are many interpretations, but look at my avatar.  That would be one example of a dracon.   In my experience it is a roughly human sized humanoid with dragon features.  Distinct from dragons by their size and humanoid shape.  And usually a species instead of being the result of a 'dragon X something else' pairing.  There have been more than a couple mods that include them, and at least two where they are the primary focus.
Personally a Dracon for "This Mod" can be whatever ZTG wants it to be. Sorry this is offtopic of dragons but it's only an example, I wish no farther discussion of what I will say next:
Spoiler: Off Topic (click to show/hide)

Also @ZTG
did you make digger claws and wood cutting claws the same size as the smallest mature dragon? if not that can cause issues.
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Zanzetkuken The Great

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Re: Dragonic Civilization v.0.4.1
« Reply #92 on: May 10, 2012, 03:35:19 pm »

GET BACK ON TOPIC!  THIS IS NOT A KOBOLD THEAD!

Are you going to tell me what a dracon is?
I think it was explained?
So what is a dracon?  No one explained.  :-\

It varies a lot as there are many interpretations, but look at my avatar.  That would be one example of a dracon.   In my experience it is a roughly human sized humanoid with dragon features.  Distinct from dragons by their size and humanoid shape.  And usually a species instead of being the result of a 'dragon X something else' pairing.  There have been more than a couple mods that include them, and at least two where they are the primary focus.
Personally a Dracon for "This Mod" can be whatever ZTG wants it to be. Sorry this is offtopic of dragons but it's only an example, I wish no farther discussion of what I will say next:
Spoiler: Off Topic (click to show/hide)

Also @ZTG
did you make digger claws and wood cutting claws the same size as the smallest mature dragon? if not that can cause issues.

I think I used a random 500 or something like that.

Well that was...interesting. I still wonder why my miner refuses to grab her pick claws. Maybe I should try forbidding then unforbidding. Or I could try to house Dragons in a wooden keep.

Do you have v.0.4.1?  I corrected a couple of things in there.

@ Clothes
Body: Amulets, Chains, collars
Lower body: tail ring, chains, belt? chain belt?
Feet: ankle rings

Thats all got

@ Dragon Humans
Caste of Human or seperate race?
I guess since slayers hate all dragons, dragon humans can (of course) be allies with dragons. But since of their dragon blood, are no longer considered human to slayers.

clothes: currently, I am just copying the current armor, but setting it to [UNDER] as the layer instead of [ARMOR], and renamed the original to dragonic military armor, and the new is named dragonic civilian armor.  It will be changed in a later update.

Dragon Humans: separate race

EDIT: Do dwarves bring sunstones and moonstones with them?  (relevant to firebrand)
« Last Edit: May 10, 2012, 03:47:17 pm by Zanzetkuken The Great »
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Vgray

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Re: Dragonic Civilization v.0.4.1
« Reply #93 on: May 10, 2012, 04:01:45 pm »

I got the update. My expedition leader grabbed the pick claws. And is now trapped in the aquifer. And not drowning. Sadly that was the only pair. I can't really do much with tantruming dragons anyway.

Let's see. I'm using the 4.1 update. My miner went insane. My fish cleaner grabbed the pick claws and channeled herself into an aquifer.  And my Dragons are killing eachother. That's better.
« Last Edit: May 10, 2012, 04:20:10 pm by Vgray »
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Zanzetkuken The Great

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Re: Dragonic Civilization v.0.4.1
« Reply #94 on: May 10, 2012, 04:06:32 pm »

I got the update. My expedition leader grabbed the pick claws. And is now trapped in the aquifer. And not drowning. Sadly that was the only pair. I can't really do much with tantruming dragons anyway.

Wait, what?
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Quote from: Eric Blank
It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
Quote from: 2016 Election IRC
<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

Zanzetkuken The Great

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Re: Dragonic Civilization v.0.4.1
« Reply #95 on: May 10, 2012, 04:18:07 pm »

Is this right?
Note: Do not open spoiler unless A) you know code (keep in spoiler), or B) you want experience ruined.
Spoiler (click to show/hide)

I got the update. My expedition leader grabbed the pick claws. And is now trapped in the aquifer. And not drowning. Sadly that was the only pair. I can't really do much with tantruming dragons anyway.

Let's see. I'm using the 4.1 update. My miner went insane. My fish cleaner grabbed the pick claws and channeled herself into an aquifer.  And my Dragons are killing eachother. That's better.

I really need to get the clothing update in.
Spoiler (click to show/hide)
« Last Edit: May 10, 2012, 04:23:15 pm by Zanzetkuken The Great »
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Quote from: Eric Blank
It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
Quote from: 2016 Election IRC
<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

Hugo_The_Dwarf

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Re: Dragonic Civilization v.0.4.1
« Reply #96 on: May 10, 2012, 04:24:27 pm »

Is this right?
Spoiler (click to show/hide)

This:
Spoiler: Using Large Gems (click to show/hide)
Spoiler: Using Cut Gems (click to show/hide)
Spoiler: Using Rough Gems (click to show/hide)

You do much reaction modding? (I do not mean this in a mean way) Because I would be happy to help explain how it all works, even help with more complex reactions.
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Zanzetkuken The Great

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Re: Dragonic Civilization v.0.4.1
« Reply #97 on: May 10, 2012, 04:46:02 pm »

Is this right?
Spoiler (click to show/hide)

This:
Spoiler: Using Large Gems (click to show/hide)
Spoiler: Using Cut Gems (click to show/hide)
Spoiler: Using Rough Gems (click to show/hide)

You do much reaction modding? (I do not mean this in a mean way) Because I would be happy to help explain how it all works, even help with more complex reactions.

AH, thank you!  I don't do much reaction modding.  In fact, this mod is the first time I have delved into anything besides creatures and entities.

Question 1:  If you wanted a gold statue in a building, would it be
[BUILD_ITEM:4:TOOL:STATUE:INORGANIC:GOLD][BUILD_MAT]?

Question 2:  What does [BUILD_MAT] even do?

Question 3:  Does [GEM_PREF] cause the entity to bring sun/moonstones?
« Last Edit: May 10, 2012, 04:54:38 pm by Zanzetkuken The Great »
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Quote from: Eric Blank
It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
Quote from: 2016 Election IRC
<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

Hugo_The_Dwarf

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Re: Dragonic Civilization v.0.4.1
« Reply #98 on: May 10, 2012, 04:54:16 pm »

Statues are  their own ITEM see here
and Products and reaction go as this:

[REAGENT:(reagent_id):(item_id):(sub_item_id):(material):(sub_material)]
[PRODUCT:%:#:(item_id):(sub_item_id):(material):(sub_material)]

[BUILD_MAT] simply looks for items that are: WOOD, BLOCK, BOULDER... Umm there might be another one maybe BAR

so [BUILD_ITEM:5:NONE:NONE:NONE:NONE][BUILD_MAT]
will look for 5 items mentioned above from any material

so you want
[BUILD_ITEM:1:STATUE:NONE:INORGANIC:GOLD]
build item follows the same rules as reagent only lacking a (id)

EDIT:
(sub_item_id) is usally for WEAPON,TOOL,ARMOR,AMMO,TOY,INSTRUMENT... Item types that have branches to them.
and (sub_material_id) is for INORGANIC, and COAL (CHARCOAL/COKE) but there are special cases with:
CREATURE_MAT:(creature_id):(sub_material_id) <- located in the creature like: SKIN, FAT, BONE, MUSCLE (meat), etc..
PLANT_MAT:(plant_id):(sub_material_id) <- same as above
GET_MATERIAL_FROM_REAGENT:(reagent_id):(material_product_id) <- this can be left as NONE if your dealing with single material items like INORGANICs
« Last Edit: May 10, 2012, 04:59:25 pm by Hugo_The_Dwarf »
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Zanzetkuken The Great

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Re: Dragonic Civilization v.0.4.1
« Reply #99 on: May 10, 2012, 04:57:16 pm »

Statues are  their own ITEM see here
and Products and reaction go as this:

[REAGENT:(reagent_id):(item_id):(sub_item_id):(material):(sub_material)]
[PRODUCT:%:#:(item_id):(sub_item_id):(material):(sub_material)]

[BUILD_MAT] simply looks for items that are: WOOD, BLOCK, BOULDER... Umm there might be another one maybe BAR

so [BUILD_ITEM:5:NONE:NONE:NONE:NONE][BUILD_MAT]
will look for 5 items mentioned above from any material

so you want
[BUILD_ITEM:1:STATUE:NONE:INORGANIC:GOLD]
build item follows the same rules as reagent only lacking a (id)

Thanks again!

Question:  Does [GEM_PREF] cause the entity to bring sun/moonstones?
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It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
Quote from: 2016 Election IRC
<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

Hugo_The_Dwarf

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Re: Dragonic Civilization v.0.4.1
« Reply #100 on: May 10, 2012, 05:02:09 pm »

I edited my last reply with a better explaination to the workings.

and

[GEM_PREF] allows them to bring GEMs yes, but only if they have it in range of their civ. Maybe where you civ is they only can get rubies and sards, so your home civ and embark will only allow them to bring those cause that is all they have ready.

So if your home civ has no access you better hope where you embarked has natural Sunstones and Moonstones to dig up.
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Ryusho

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Re: Dragonic Civilization v.0.4.1
« Reply #101 on: May 10, 2012, 06:12:53 pm »

Half Breeds, epic.




....If you make half-kobolds then I will kill you all.


What about 'Half Dragon' Kobolds, that are like the ones from DnD? XD
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Ryusho

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Re: Dragonic Civilization v.0.4.1
« Reply #102 on: May 10, 2012, 06:18:52 pm »

Sorry I dragged it off topic, I was stupid didn't read the rest of the thread first >.< also I was cracking up laughing at the 'DONT MAKE ME DRAW A DRAGONA ND KOBOLD IN BED" line as well, but yes, Sorry, Ignore me @_@
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Zanzetkuken The Great

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Re: Dragonic Civilization v.0.4.1
« Reply #103 on: May 10, 2012, 06:21:41 pm »

Sorry I dragged it off topic, I was stupid didn't read the rest of the thread first >.< also I was cracking up laughing at the 'DONT MAKE ME DRAW A DRAGONA ND KOBOLD IN BED" line as well, but yes, Sorry, Ignore me @_@

DRAGONA?

ND?

Does ANYONE use spell-check anymore?!?

I edited my last reply with a better explaination to the workings.

and

[GEM_PREF] allows them to bring GEMs yes, but only if they have it in range of their civ. Maybe where you civ is they only can get rubies and sards, so your home civ and embark will only allow them to bring those cause that is all they have ready.

So if your home civ has no access you better hope where you embarked has natural Sunstones and Moonstones to dig up.

OOOOO!  I wish my home civ had Sunstones!
OOOOO!  I wish my home civ had Moonstones!
OOOOO!  I wish my embark had Sunstones!
OOOOO!  I wish my embark had Moonstones!
So I could get some firebrand!

(I'm sorry, but it came to my mind, and therefore, had to be done.)
« Last Edit: May 10, 2012, 06:25:07 pm by Zanzetkuken The Great »
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It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
Quote from: 2016 Election IRC
<DozebomLolumzalis> you filthy god-damn ninja wizard dragon

Hugo_The_Dwarf

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Re: Dragonic Civilization v.0.4.1
« Reply #104 on: May 10, 2012, 06:29:46 pm »

Only option is to hope that other GEM_PREF civs have access to them. If not you make make a ENTITY that will always have them so you can trade for them.

How to make this trading civ.

Well you need the ENITY

and two reactions

[REACTION:UD1]
   [NAME:udmib]
   [BUILDING:SMELTER:NONE]
   [PRODUCT:100:1:SMALLGEM:NONE:INORGANIC:SUNSTONE]

[REACTION:UD2]
   [NAME:udmib2]
   [BUILDING:SMELTER:NONE]
   [PRODUCT:100:1:SMALLGEM:NONE:INORGANIC:MOONSTONE]

both of these are right from REGEN's corpse, and altered
and these in your trader entity:
[PERMITTED_REACTION:UD1]
[PERMITTED_REACTION:UD2]

also from REGEN

This lets the entity make them at will, so they will always have them for trade
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