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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 ... 15 16 [17] 18 19 ... 40

Author Topic: Dragonic Civilization (In process of being redone)  (Read 104175 times)

Zanzetkuken The Great

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Re: Dragonic Civilization v.0.6
« Reply #240 on: May 17, 2012, 08:04:32 pm »

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

Actually, I think he means the non-alloy smelting operations.  Those are not in the raws.  I do not know what he means by the forge, I built my own building and reactions for anything that required something like a forge.

I need a name for something for dragons to get meat from that breeds quickly.  Any ideas?
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tahujdt

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Re: Dragonic Civilization v.0.6
« Reply #241 on: May 17, 2012, 08:16:04 pm »

Unless you want to add a reaction for every single item, you need to use the forge for the menus of type, metal, and then selection. I mean the metalsmith's forge, btw. It is hardcoded.
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Zanzetkuken The Great

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Re: Dragonic Civilization v.0.6
« Reply #242 on: May 17, 2012, 08:23:49 pm »

I created my OWN weapons, and they do NOT require fuel, and are made at a custom forge that I designed.
« Last Edit: May 17, 2012, 08:27:28 pm by Zanzetkuken The Great »
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Hugo_The_Dwarf

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Re: Dragonic Civilization v.0.6
« Reply #243 on: May 17, 2012, 08:33:44 pm »

Stone coverings would be as simple as making a b_detail_plan

Spoiler: plan (click to show/hide)
Then you call the bodydetail plan after all the others and place the only pram which would be the tissue made from stone.

As for the Gremlin army
You need something that can cause problems then just slayers, if all you have to fight is a army of humans wielding dragonbane it might get a little tricky. But a gremlin army would be a danger like the cave dragons in the caverns. Of course only a suggestion.

and what would be cooler then gremlins trying to fight dragons with stolen technology from gnomes and dwarves to steal the dragon hoard?
Also make Cave Dragons have OPPOSED_TO_LIFE and NOT_LIVING so they are their own fraction. making it so if slayers came, slayers and cave dragons will duke it out. But I think giving a civ under or over UTTERANCES or lack of CAN_SPEAK they are hostile to everyone.
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Zanzetkuken The Great

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Re: Dragonic Civilization v.0.6
« Reply #244 on: May 17, 2012, 08:38:20 pm »

Stone coverings would be as simple as making a b_detail_plan

Spoiler: plan (click to show/hide)
Then you call the bodydetail plan after all the others and place the only pram which would be the tissue made from stone.

Being a novice modder (if that), can you please tell me what ARG does, and how to actually place stone in the body detail plan?  Don't say anything about the e-mail, because I hardly check it at all.
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Hugo_The_Dwarf

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Re: Dragonic Civilization v.0.6
« Reply #245 on: May 17, 2012, 08:51:15 pm »

Email :P
Spoiler (click to show/hide)

Ok

Have you done any programming, scripting, or factory/warehouse work?

Think of a B_Detail_Plan as a function/procedure/pre-setup calculation

So that ARG# is simply a parameter, place holder for info the following number is thickness
ARG1:5 paints a 5 thick layer (regardless of what the Tissue template says)

so by placing the "supplied" detail plan in its respected file

go into the Cave Dragon creature and you will need these:

Code: [Select]
[TISSUE:ROCK]
[TISSUE_NAME:granite coating:NP]
[SCARS]
[TISSUE_MATERIAL:INORGANIC:STEEL] --- why steel? because normal rocks are acually very weak materials
[RELATIVE_THICKNESS:30] --- Shame the B_Detial_plan will overwrite this
[HEALING_RATE:50] --- Why not? Its a fast healing layer of steel like granite
[CONNECTS] --- ??? not sure but everything else uses it
[TISSUE_SHAPE:LAYER]

then after all the    [BODY_DETAIL_PLAN:XXXX] calls place our own little plan (NOTE I forgot to rename what plan I copied, so change it's naem to what I mention below)

   [BODY_DETAIL_PLAN:ROCK_TISSUE_LAYERS:ROCK] --- this places the tissue ROCK in "ARG1" painting a 5 thick layer of steel granite all over the mentioned parts in the plan.
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Zanzetkuken The Great

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Re: Dragonic Civilization v.0.6
« Reply #246 on: May 17, 2012, 09:02:38 pm »

Have you done any programming, scripting, or factory/warehouse work?
No, I haven't, because DF is where I have begun to program, via mods, and I am only in high school.

Email :P
Spoiler (click to show/hide)

As I said, I don't check my e-mail that often, and I get notifications of this thead and if bay forum were a mountain hall (now dead, but was live when you sent the e-mail), so it probably got lost.

So that ARG# is simply a parameter, place holder for info the following number is thickness
ARG1:5 paints a 5 thick layer (regardless of what the Tissue template says)

so by placing the "supplied" detail plan in its respected file

go into the Cave Dragon creature and you will need these:

Code: [Select]
[TISSUE:ROCK]
[TISSUE_NAME:granite coating:NP]
[SCARS]
[TISSUE_MATERIAL:INORGANIC:STEEL] --- why steel? because normal rocks are acually very weak materials
[RELATIVE_THICKNESS:30] --- Shame the B_Detial_plan will overwrite this
[HEALING_RATE:50] --- Why not? Its a fast healing layer of steel like granite
[CONNECTS] --- ??? not sure but everything else uses it
[TISSUE_SHAPE:LAYER]

then after all the    [BODY_DETAIL_PLAN:XXXX] calls place our own little plan (NOTE I forgot to rename what plan I copied, so change it's naem to what I mention below)

   [BODY_DETAIL_PLAN:ROCK_TISSUE_LAYERS:ROCK] --- this places the tissue ROCK in "ARG1" painting a 5 thick layer of steel granite all over the mentioned parts in the plan.

Why not just give them the dragon forge and the ability to smelt alloys, and have the ability to make dragonic armor?
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Hugo_The_Dwarf

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Re: Dragonic Civilization v.0.6
« Reply #247 on: May 17, 2012, 09:12:17 pm »

They lost their ability to fly and breath fire. And being locked in the caverns for centires they are nothing more then savage animals then civilized dragons, seeking nothing but to kill life, and eat other non cavnern dragons in hopes that they may once again become normal again. I donno your mod lol your lore also
Spoiler (click to show/hide)

Plus you want cave dragons to be able to make complex stuff? or make them some sort of wild and crazed tribe of cannibal dragons :P better make a poll on that.

Also if you really want to learn how to mod, and mod good. You have to understand almost everything there is to the tags. And B_detail_plans are toady's great gift to us modders. or to me at least :P
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Ryusho

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Re: Dragonic Civilization v.0.6
« Reply #248 on: May 17, 2012, 10:14:33 pm »

I admit I have been a bit too busy to be playing this recently, though I would like to attempt to offer to help make much broader, randomised descriptions if I could, though I don't have a clue how to do the coding for that, as I was thinking dragons could have several colors for scales, and I know some have secondary, tertiary colors, then there are spines,  horns, 'fins', 'manes' and other various features that could accent how they look, not to mention the -type- of dragon could also affect just what kind of scale pattern, or even if there was a certian kind, even 'furred' dragons or something.

EDIT:

There are also Eye patterns, Markings, or -patterns- like stripes and the like, not to mention like I said markings that would add yet -another- realm to depth and detail of the various dragons.
« Last Edit: May 17, 2012, 10:16:15 pm by Ryusho »
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Eric Blank

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Re: Dragonic Civilization v.0.6
« Reply #249 on: May 18, 2012, 02:59:08 am »

If you want your cave dragon and gremlin forces to attack from the caverns, I would suggest they be wild animals with body coverings and club or blade body parts composed of metal with associated attacks, high cluster numbers, and all manner of hostile tags. That should make them significantly more dangerous than troglodytes.

You should duplicate them, though, so that your modifications will appear side-by-side with lone individuals that cause the player to raise a brilliant red flag everytime a gremlin pulls a lever or a cave dragon shows up on the unit screen. State of constant fear and all that :P
« Last Edit: May 18, 2012, 03:01:22 am by Eric Blank »
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Zanzetkuken The Great

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Re: Dragonic Civilization v.0.6
« Reply #250 on: May 18, 2012, 09:52:59 am »

They lost their ability to fly and breath fire. And being locked in the caverns for centires they are nothing more then savage animals then civilized dragons, seeking nothing but to kill life, and eat other non cavnern dragons in hopes that they may once again become normal again. I donno your mod lol your lore also
Spoiler (click to show/hide)

Plus you want cave dragons to be able to make complex stuff? or make them some sort of wild and crazed tribe of cannibal dragons :P better make a poll on that.

Also if you really want to learn how to mod, and mod good. You have to understand almost everything there is to the tags. And B_detail_plans are toady's great gift to us modders. or to me at least :P

I know there is a second one.  Found it last night.  From there it jumped twelve pages!

I admit I have been a bit too busy to be playing this recently, though I would like to attempt to offer to help make much broader, randomised descriptions if I could, though I don't have a clue how to do the coding for that, as I was thinking dragons could have several colors for scales, and I know some have secondary, tertiary colors, then there are spines,  horns, 'fins', 'manes' and other various features that could accent how they look, not to mention the -type- of dragon could also affect just what kind of scale pattern, or even if there was a certian kind, even 'furred' dragons or something.

EDIT:

There are also Eye patterns, Markings, or -patterns- like stripes and the like, not to mention like I said markings that would add yet -another- realm to depth and detail of the various dragons.

I'm a tad iffy on that.  After the fifteen species nightmare, I'm hesitant to start modding in more castes.  Your idea would require hundreds more to satisfy all that is needed, and I am not up to that.

If you want your cave dragon and gremlin forces to attack from the caverns, I would suggest they be wild animals with body coverings and club or blade body parts composed of metal with associated attacks, high cluster numbers, and all manner of hostile tags. That should make them significantly more dangerous than troglodytes.

You should duplicate them, though, so that your modifications will appear side-by-side with lone individuals that cause the player to raise a brilliant red flag everytime a gremlin pulls a lever or a cave dragon shows up on the unit screen. State of constant fear and all that :P

I copied the [insert description] man civilizations, so they would attack underground in a group.  And I always make a duplicate, with a slightly different name, so I can put on [CAN_LEARN] or some such to the creatures.

O.8 relevance:  Does anyone know if castes can be assigned different images?
« Last Edit: May 18, 2012, 12:36:45 pm by Zanzetkuken The Great »
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Zanzetkuken The Great

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Re: Dragonic Civilization v.0.6
« Reply #251 on: May 18, 2012, 12:48:05 pm »

If I made a succession fort, does anyone object to this location?



Note: I will just be uploading the end of first year file.  Someone else would need to run the succession thead, so I could work on the mod.
« Last Edit: May 18, 2012, 01:42:32 pm by Zanzetkuken The Great »
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Hugo_The_Dwarf

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Re: Dragonic Civilization v.0.6
« Reply #252 on: May 18, 2012, 01:17:10 pm »

Castes cannot be given different images (graphics) but can be given differnet tiles (CASTE_TILE) you can however beat the system by assigning graphics to differnet professions and having certian castes naturally good at that skill to give the profession. But the issue is migrants, they don't repect NATURAL_SKILL:xxx:# (well for me they don't, the buggers)

I think you should do a bunch of [CASTE_PROFESSION_NAME:(unit type token):(singular):(plural)] for the dragon castes

Every profession for every caste might be an issue, but I might be able to set up a really simple program that just takes what you want for a end of the singular/plurals
so
<Insert ending here>

and it would spew out all the desired PROFESSION_NAME changes

"[CASTE_PROFESSION_NAME:CRAFTSMAN:craft<insert ending here>:carft<insert ending here>s]"

but do that for all the Professions, all you need is an Ending
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Zanzetkuken The Great

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Re: Dragonic Civilization v.0.6
« Reply #253 on: May 18, 2012, 05:00:13 pm »

Castes cannot be given different images (graphics) but can be given differnet tiles (CASTE_TILE) you can however beat the system by assigning graphics to differnet professions and having certian castes naturally good at that skill to give the profession. But the issue is migrants, they don't repect NATURAL_SKILL:xxx:# (well for me they don't, the buggers)

I think you should do a bunch of [CASTE_PROFESSION_NAME:(unit type token):(singular):(plural)] for the dragon castes

Every profession for every caste might be an issue, but I might be able to set up a really simple program that just takes what you want for a end of the singular/plurals
so
<Insert ending here>

and it would spew out all the desired PROFESSION_NAME changes

"[CASTE_PROFESSION_NAME:CRAFTSMAN:craft<insert ending here>:carft<insert ending here>s]"

but do that for all the Professions, all you need is an Ending

A program like that would be useful to all modders, in all truth, so it should be made.
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Hugo_The_Dwarf

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Re: Dragonic Civilization v.0.6
« Reply #254 on: May 18, 2012, 05:17:07 pm »

Well the program would be very simple, and I mean base low. All it would do would be whatever I hardcode into it, and it would be in C# (be damned if I make it a javascript code  >:( I hate web design)

Not only that it's been a few years since I coded in C# I hate how most programming lang.s have the same bloody syntax and commands but are all used differently

But if you do want to go the route of having all professions for each caste of dragon be custom
Peasent = wyvern
Craftsman = craftwyvern
etc..

It would be slightly tedious since I'd have to hardcode all the [CASTE_PROFESSION_NAME:STANDARD:<insert name>:<insertname>s]
If I wanted to make it more... flexiable I could make comboboxes (list box) of all unit types.

So what is your chosen route of sperating a Frost dragon from a wyvern?
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