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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


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Author Topic: Dragonic Civilization (In process of being redone)  (Read 104178 times)

Zanzetkuken The Great

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Re: Dragonic Civilization v.0.6
« Reply #255 on: May 18, 2012, 05:21:38 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?

Do you mean "The wyvern's wings replace the forelegs" difference or something else?
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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.0.6
« Reply #256 on: May 18, 2012, 05:41:46 pm »

I mean

craftdragon
craftwyvern
craftfrostwym
craftknuckler
etc...

by making each caste of dragon have a different named profession, so when you look at the dragon you know what breed/type it is because it's profession has been altered so.
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Zanzetkuken The Great

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Re: Dragonic Civilization v.0.6
« Reply #257 on: May 18, 2012, 05:44:12 pm »

Probably the craft[Caste_name] route.  I'll save that for version 0.8...
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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.0.6
« Reply #258 on: May 18, 2012, 05:55:35 pm »

Alright, I'll see what simple program I can whip up on my free time to do that then. Altho Copy&Paste then alter would work probally just as fast too...

EDIT:
Just did a quick count of the unit types, removed ones not related like:
THEIF
MASTER_THEIF
WAR
HUNTING ANIMAL
and
DRUNK...

there are 101 unit types...
that means 101 [CASTE_PROFESSION_NAME:xxxxx:xxxxx:xxxx] for every set of breeds....
erm.... lol
« Last Edit: May 18, 2012, 06:00:07 pm by Hugo_The_Dwarf »
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Zanzetkuken The Great

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Re: Dragonic Civilization v.0.6
« Reply #259 on: May 18, 2012, 06:11:20 pm »

Alright, I'll see what simple program I can whip up on my free time to do that then. Altho Copy&Paste then alter would work probally just as fast too...

EDIT:
Just did a quick count of the unit types, removed ones not related like:
THEIF
MASTER_THEIF
WAR
HUNTING ANIMAL
and
DRUNK...

there are 101 unit types...
that means 101 [CASTE_PROFESSION_NAME:xxxxx:xxxxx:xxxx] for every set of breeds....
erm.... lol
carp...
PLEASE MAKE THAT UTILITY!!!!
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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.0.6
« Reply #260 on: May 18, 2012, 07:41:40 pm »

Ok I'll try, just pulled my old C# textbook out just in case I get hung up on how to do something. I might make an array of all the UNIT types (all 106) and have a option to exclude/pick certain unit types and it will go through all of them and do it's thing.

But man... 101 time X-amount of castes... thats alot of lines. Your dragon creature file is gonna be huge, and probally difficult to navigate, Unless you do all the selections at the end...

EDIT:
A fellow programmer buddy of mine is coming over tomorrow, I'm sure he'd like to assist with this. I might have to do some string manipulation.
« Last Edit: May 18, 2012, 08:05:45 pm by Hugo_The_Dwarf »
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Ryusho

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Re: Dragonic Civilization v.0.6
« Reply #261 on: May 18, 2012, 09:18:09 pm »

Wait , so the random descriptions such as eye color, hair color, and stuff is all -caste- crap? Then dwarves have a -hell- of a lot of castes @_@
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Hugo_The_Dwarf

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Re: Dragonic Civilization v.0.6
« Reply #262 on: May 18, 2012, 09:20:59 pm »

Wait , so the random descriptions such as eye color, hair color, and stuff is all -caste- crap? Then dwarves have a -hell- of a lot of castes @_@
I think ZTG misunderstood you, Yes those are done with:
      [SET_TL_GROUP:BY_CATEGORY:ALL:CHITIN]
         [TL_COLOR_MODIFIER:DARK_BROWN:1:DARK_TAN:1:DARK_CHESTNUT:1]
            [TLCM_NOUN:chitin:SINGULAR]
         [TL_COLOR_MODIFIER:BROWN:1:CHESTNUT:1:TAN:1]
            [TLCM_NOUN:chitin:SINGULAR]
            [TLCM_TIMING:ROOT:40:0:70:0]
         [TL_COLOR_MODIFIER:PALE_BROWN:1:PALE_CHESTNUT:1]
            [TLCM_NOUN:chitin:SINGULAR]
            [TLCM_TIMING:ROOT:70:0:90:0]

Note that is aging chitin, gets more faded/lighter with age.

Custom colors would have to be added for the eye patterns and what have you.

EDIT:
Forgotten beasts would come with those colors as well
"Random forgotten beast has come, and enormous bird. It's feathers are black eye pattern, beware it's incorrectness!"

stuff like that.
« Last Edit: May 18, 2012, 09:22:41 pm by Hugo_The_Dwarf »
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Zanzetkuken The Great

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Re: Dragonic Civilization v.0.6
« Reply #263 on: May 18, 2012, 10:11:20 pm »

Ok I'll try, just pulled my old C# textbook out just in case I get hung up on how to do something. I might make an array of all the UNIT types (all 106) and have a option to exclude/pick certain unit types and it will go through all of them and do it's thing.

But man... 101 time X-amount of castes... thats alot of lines. Your dragon creature file is gonna be huge, and probally difficult to navigate, Unless you do all the selections at the end...

EDIT:
A fellow programmer buddy of mine is coming over tomorrow, I'm sure he'd like to assist with this. I might have to do some string manipulation.

THANK YOU!!!!!!!!!  You should give it it's own thead.  Other people are probably wanting to do the same thing.
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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.0.6
« Reply #264 on: May 18, 2012, 10:18:47 pm »

If anything It might make it easier for other's to change various caste professions with ease? in some cases Copy and Paste would still be easier lol :P I got a simple setup a combo box in which you can type in what you want, or use the dropdown list (this is more suggested, cause I'm going to leave out validations, which mean errors are ok)

No real code yet, but I got array options ready to get dropped in. For statments will be easy now those are there.

Anyways I'll talk more about it when It is close to operation, can't derail this thread I'd say.

soo... you still against steampunk gremlins? lol sorry I just love making complex things :P
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Ryusho

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Re: Dragonic Civilization v.0.6
« Reply #265 on: May 19, 2012, 02:00:47 am »

Wait , so the random descriptions such as eye color, hair color, and stuff is all -caste- crap? Then dwarves have a -hell- of a lot of castes @_@
I think ZTG misunderstood you, Yes those are done with:
      [SET_TL_GROUP:BY_CATEGORY:ALL:CHITIN]
         [TL_COLOR_MODIFIER:DARK_BROWN:1:DARK_TAN:1:DARK_CHESTNUT:1]
            [TLCM_NOUN:chitin:SINGULAR]
         [TL_COLOR_MODIFIER:BROWN:1:CHESTNUT:1:TAN:1]
            [TLCM_NOUN:chitin:SINGULAR]
            [TLCM_TIMING:ROOT:40:0:70:0]
         [TL_COLOR_MODIFIER:PALE_BROWN:1:PALE_CHESTNUT:1]
            [TLCM_NOUN:chitin:SINGULAR]
            [TLCM_TIMING:ROOT:70:0:90:0]

Note that is aging chitin, gets more faded/lighter with age.

Custom colors would have to be added for the eye patterns and what have you.

EDIT:
Forgotten beasts would come with those colors as well
"Random forgotten beast has come, and enormous bird. It's feathers are black eye pattern, beware it's incorrectness!"

stuff like that.

Ahh, See, thats what I was refering too, as I have seen so many different dragon pictures, played and seen dragons in games, know people who roleplay dragons and other stuff, that I was offering to help add various things like -that- to make the dragons get more fleshed out so to speak
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Eric Blank

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Re: Dragonic Civilization v.0.6
« Reply #266 on: May 19, 2012, 02:52:35 am »

Actually, you could add new color definitions that say "adorned with a frill/goat horns/a bulbous growth" and apply them to a body part, like the head, so that in-game it reads "his/her head is adorned with a frill" or "is covered in thick bony scales." These would be color definitions, not body tokens so you can't apply attack tokens dependent on them, such as a dragon "adorned with a long, straight horn above the nose" won't be able to stab shit with it, or have the horn chopped off and used to produce a dragon ivory figurine of a noble surrounded by giatn desert scorpions. It would, though, help make each individual unique. If making it necessary for them to get custom-built armor and probably some help getting it on. :P

You also couldn't apply two to the same body part, either. So, scale color must be applied to the scale tissue (you can make special scale patterns, too!) and a nose ornament to the nose/snout, and a head ornament to the head, so on and so forth. Trying to visualize them could get pretty complex, though, since they'd almost have to have some sort of ornamentation unless you added an "unadorned" color definition.
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I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Hugo_The_Dwarf

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Re: Dragonic Civilization v.0.6
« Reply #267 on: May 19, 2012, 09:49:04 am »

@Ryusho
Eric Blank's response is a more indepth explaination of what I said.
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Zanzetkuken The Great

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Re: Dragonic Civilization v.0.6
« Reply #268 on: May 19, 2012, 06:37:32 pm »

Actually, you could add new color definitions that say "adorned with a frill/goat horns/a bulbous growth" and apply them to a body part, like the head, so that in-game it reads "his/her head is adorned with a frill" or "is covered in thick bony scales." These would be color definitions, not body tokens so you can't apply attack tokens dependent on them, such as a dragon "adorned with a long, straight horn above the nose" won't be able to stab shit with it, or have the horn chopped off and used to produce a dragon ivory figurine of a noble surrounded by giatn desert scorpions. It would, though, help make each individual unique. If making it necessary for them to get custom-built armor and probably some help getting it on. :P

You also couldn't apply two to the same body part, either. So, scale color must be applied to the scale tissue (you can make special scale patterns, too!) and a nose ornament to the nose/snout, and a head ornament to the head, so on and so forth. Trying to visualize them could get pretty complex, though, since they'd almost have to have some sort of ornamentation unless you added an "unadorned" color definition.

There is one problem with that.  A major one.  I have NO idea how to do that!
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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

Paramatter

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Re: Dragonic Civilization v.0.6
« Reply #269 on: May 19, 2012, 08:03:13 pm »

You would need to define new "colors" in a [OBJECT:DESCRIPTOR_COLOR] file, and possibly more patterns in a [OBJECT:DESCRIPTOR_PATTERN] file.  The former should be pretty straightforward, the latter also but seems mostly undocumented so as far as I know the only valid values for [PATTERN:x] are STRIPES, SPOTS, MOTTLED, PUPIL_EYE and IRIS_EYE.
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