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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


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Author Topic: Dragonic Civilization (In process of being redone)  (Read 104139 times)

Zanzetkuken The Great

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Re: Dragonic Civilization v.0.6
« Reply #225 on: May 17, 2012, 04:26:17 pm »

Ok what is the reaction name, I got "item_claw_dragonic_civilization.txt" and "reaction_dragonic_civilization.txt" open side by side

Your turning a weapon into a tool? is that what your doing?

Ah I think I found it, all your reactions (or most of) use this for the conversions:
   [PRODUCT:100:1:TOOL:ITEM_TOOL_CLAW:GET_MATERIAL_FROM_REAGENT:A:NONE]

you have no ITEM_TOOL_CLAW

you got ITEM_TOOL_BASICCLAW

And I might be able to work with your armor issue too

Spoiler: dragon clothes (click to show/hide)

Always the little things, ain't it?

"Dragonic Sunstone Perfector"

So that's how those dudes in Oregon get ahold of such amazing sunstones! :P

Also, for your forge and smelter buildings, you could instead use "Metalworker's Station" and "Smelting Cauldron," respectively. They'd still be unique and representative of the fact dragons do not need to use external fuel sources, especially if you model them appropriately with the building's ASCII tiles and their cosntruction materials, such as using a metal cauldron and a block (to form the mold for the bars) in the smelting cauldron's construction and only an anvil and a block (to contain water to cool the metal) in the metalworking station. I'd imagine that without the need for outside fuel, a dragonic smithery would look more like a sweatshop, with dozens of anvils and pots lined up in rows in a tight space. You could use 1x1-1x3 dimensions for the buildings, which would further reinforce that these guys don't give a flying fuck about safety or any infrastructure for containing flames, as they have all of that in themselves (including fireproofing) and only need a hammer and anvil or a container for molten material.

Actually, if your forge and smelter buildings were remodeled like that I may well use them with the dragonman civ in my draconic beasts mod. If not, I will make some as I described for use in my mod, just because I realized I never paid attention to them as I should have and neglected to take note of the fact that they can breath fire, every bit as hot as that of vanilla dragons, but are still using fuel.

Also, nice to see you noticed my draconic beasts mod. It's seriously ancient though and I only used those detailed body tags before I found out that body size scales linearly with age until the creature reaches maximum size. It IS useful for defining growth curves, I suppose.

That would work since the dragons are fire-proof.

Now to implement the fixes and new items!

EDIT:Where in this:
   [CE_CAN_DO_INTERACTION:START:###:END:###] --- choose when they can use "Breath Fire" and when it ends, aka needs to eat another
      [CDI:INTERACTION:MATERIAL_EMISSION]
      [CDI:ADV_NAME:Breath fire]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
      [CDI:FLOW:DRAGONFIRE]
      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:15]
      [CDI:MAX_TARGET_NUMBER:C:1]
      [CDI:WAIT_PERIOD:50]
would I put whatever it is that will make them breathe fire?
« Last Edit: May 17, 2012, 04:40:02 pm by Zanzetkuken The Great »
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Hugo_The_Dwarf

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Re: Dragonic Civilization v.0.6
« Reply #226 on: May 17, 2012, 04:53:23 pm »

EDIT:Where in this:
   [CE_CAN_DO_INTERACTION:START:###:END:###] --- choose when they can use "Breath Fire" and when it ends, aka needs to eat another
      [CDI:INTERACTION:MATERIAL_EMISSION]
      [CDI:ADV_NAME:Breath fire]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
      [CDI:FLOW:DRAGONFIRE]
      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:15]
      [CDI:MAX_TARGET_NUMBER:C:1]
      [CDI:WAIT_PERIOD:50]
would I put whatever it is that will make them breathe fire?
Inside an ingested syndrom on food so:
Code: [Select]
[PLANT:PEPPER_FIRE]
[NAME:fire pepper][NAME_PLURAL:fire peppers][ADJ:spicy]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_RAW]
[SYNDROME]
[SYN_NAME:fire breath]
[SYN_AFFECTED_CREATURE:DRAGON:ALL]
[SYN_INGESTED]
[CE_CAN_DO_INTERACTION:START:###:END:###]
      [CDI:INTERACTION:MATERIAL_EMISSION]
      [CDI:ADV_NAME:Breath fire]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
      [CDI:FLOW:DRAGONFIRE]
      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:15]
      [CDI:MAX_TARGET_NUMBER:C:1]
      [CDI:WAIT_PERIOD:50]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:'!'][PICKED_COLOR:1:0:1]
[WET][BIOME:ANY_WETLAND]
[VALUE:5]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:5]
[CLUSTERSIZE:1]
[PREFSTRING:catnip for dragons]
This plant when eaten raw will give dragons a temp use of DRAGONFIRE. They are syndrome effects os anywhere that calls a [SYNDROM] tag you can place it under
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Zanzetkuken The Great

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Re: Dragonic Civilization v.0.6
« Reply #227 on: May 17, 2012, 05:00:55 pm »

EDIT:Where in this:
   [CE_CAN_DO_INTERACTION:START:###:END:###] --- choose when they can use "Breath Fire" and when it ends, aka needs to eat another
      [CDI:INTERACTION:MATERIAL_EMISSION]
      [CDI:ADV_NAME:Breath fire]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
      [CDI:FLOW:DRAGONFIRE]
      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:15]
      [CDI:MAX_TARGET_NUMBER:C:1]
      [CDI:WAIT_PERIOD:50]
would I put whatever it is that will make them breathe fire?
Inside an ingested syndrom on food so:
Code: [Select]
[PLANT:PEPPER_FIRE]
[NAME:fire pepper][NAME_PLURAL:fire peppers][ADJ:spicy]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_RAW]
[SYNDROME]
[SYN_NAME:fire breath]
[SYN_AFFECTED_CREATURE:DRAGON:ALL]
[SYN_INGESTED]
[CE_CAN_DO_INTERACTION:START:###:END:###]
      [CDI:INTERACTION:MATERIAL_EMISSION]
      [CDI:ADV_NAME:Breath fire]
      [CDI:USAGE_HINT:ATTACK]
      [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
      [CDI:FLOW:DRAGONFIRE]
      [CDI:TARGET:C:LINE_OF_SIGHT]
      [CDI:TARGET_RANGE:C:15]
      [CDI:MAX_TARGET_NUMBER:C:1]
      [CDI:WAIT_PERIOD:50]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:'!'][PICKED_COLOR:1:0:1]
[WET][BIOME:ANY_WETLAND]
[VALUE:5]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:5]
[CLUSTERSIZE:1]
[PREFSTRING:catnip for dragons]
This plant when eaten raw will give dragons a temp use of DRAGONFIRE. They are syndrome effects os anywhere that calls a [SYNDROM] tag you can place it under

Two questions:
1) How can I exclude frost dragons from that?
2) Catnip for dragons?
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Hugo_The_Dwarf

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Re: Dragonic Civilization v.0.6
« Reply #228 on: May 17, 2012, 05:12:23 pm »

[SYN_IMMUNE_CREATURE:DRAGON:FROST] do that for all the dragon castes that wouldnt be able to breath fire. (dropping it in the SYNDROME)

and

If it lets them breath fire, they must love it :P
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Zanzetkuken The Great

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Re: Dragonic Civilization v.0.6
« Reply #229 on: May 17, 2012, 05:17:03 pm »

But frost dragons don't like heat!
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Hugo_The_Dwarf

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Re: Dragonic Civilization v.0.6
« Reply #230 on: May 17, 2012, 05:21:57 pm »

:P it was only and example for you lol
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Zanzetkuken The Great

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Re: Dragonic Civilization v.0.6
« Reply #231 on: May 17, 2012, 05:24:29 pm »

Do I need anything special in the entity for them to grow it?
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Hugo_The_Dwarf

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Re: Dragonic Civilization v.0.6
« Reply #232 on: May 17, 2012, 05:29:01 pm »

OUTDOOR_FARMING if its a surface plant
INDOOR_FARMING if its a cave plant.

and those two only affect if you can embark with it or not. You can always gather it in it's home biome, and farm it there as well.
NOTE that example plant lacks seeds, so farming is impossible, but you can gather it in wetlands (swamps) around pools/water sources.
So you should probally tweek it abit before you throw it into the field for testing ;)
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Zanzetkuken The Great

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Re: Dragonic Civilization v.0.6
« Reply #233 on: May 17, 2012, 05:46:18 pm »

Thanks!

Anyone have any more ideas?
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Hugo_The_Dwarf

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Re: Dragonic Civilization v.0.6
« Reply #234 on: May 17, 2012, 05:52:48 pm »

Thanks!

Anyone have any more ideas?

Evil cave dragon empire, being exiled or some such they lost the ability to fly but still have wings (like the vanilla CD) they are blind/have night vison finding prey mainly by sound and smell. They attack normal dragons in hopes consuming dragon flesh of fresh blood will bring them back to their former glorious selves.

Don't breath fire, but are immune to it. Prefer to use there claws and teeth that make steel look as sharp as a rusty, pitted, and dull butterknife.

their scales are covered with stone (reason for flightless wings) making them only weak to sharp edges if the outer stone shell is cracked (scales under) so attackers must use Blunt and edged weapons in ursion.

That and Steam powered gremlin mechs :P
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Eric Blank

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Re: Dragonic Civilization v.0.6
« Reply #235 on: May 17, 2012, 05:57:35 pm »

Gremlin armies? Now that's something to see! If they have a "big brother" caste that is essentially a copper/zinc/some other weak non-alloy metal colossus with a squishy flesh center they'd make for interesting opponents.
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Hugo_The_Dwarf

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Re: Dragonic Civilization v.0.6
« Reply #236 on: May 17, 2012, 06:05:04 pm »

Gremlin armies? Now that's something to see! If they have a "big brother" caste that is essentially a copper/zinc/some other weak non-alloy metal colossus with a squishy flesh center they'd make for interesting opponents.
It would be fun to make an Inorganic creature, with a organic one on the inside. I wonder how the combat reports would look like?

"You stab the Big Brother in the cockpit shattering the glass and tearing the gremlins right arm's muscle."
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Zanzetkuken The Great

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Re: Dragonic Civilization v.0.6
« Reply #237 on: May 17, 2012, 06:22:54 pm »

Cave dragon civilization: Yes, but how would I add stone coverings?
Gremlin armies: How does that relate to dragons?
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tahujdt

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Re: Dragonic Civilization v.0.6
« Reply #238 on: May 17, 2012, 06:48:02 pm »

I don't think that anybody realizes that forge and smelter are hardcoded, so

a) you can't make them look different,

and

b) they will always need fuel

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Eric Blank

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Re: Dragonic Civilization v.0.6
« Reply #239 on: May 17, 2012, 07:34:41 pm »

Nononono, he's making a new building and using it for all the reactions that need no fuel. Right over your head...
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