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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 686078 times)

Zombiecow99

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1290 on: March 16, 2015, 04:48:41 pm »

Huh i was playing a fortress with my Dogkin and it said something sbout nemesis then crashed
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Exodus

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1291 on: March 16, 2015, 09:30:24 pm »

Can we see the RAWS zomb?
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TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1292 on: March 17, 2015, 04:14:55 am »

Can multiple entities use the same creature? I'm interested in having high men like in Age of Wonders, the same as humans, but chaotic good with better equipment, and always ready to kill everyone else.
Keep it simple and just make a HIGHHUMAN new creature for new civ. That way you can have different viewrange,
different minimum skills, different [SOUND:PEACEFUL_INTERMITTENT:20:27000:VOCALIZATION:sneeze:sneezes:a sneeze] for adventuring...
not to mention beard length, lack of spitting, 3:3 versus 3:5 delay in punching. Profession names and strength/agility are also declared in the creature.
« Last Edit: March 17, 2015, 04:17:44 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

StagnantSoul

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1293 on: March 17, 2015, 09:08:02 am »

Can multiple entities use the same creature? I'm interested in having high men like in Age of Wonders, the same as humans, but chaotic good with better equipment, and always ready to kill everyone else.
Keep it simple and just make a HIGHHUMAN new creature for new civ. That way you can have different viewrange,
different minimum skills, different [SOUND:PEACEFUL_INTERMITTENT:20:27000:VOCALIZATION:sneeze:sneezes:a sneeze] for adventuring...
not to mention beard length, lack of spitting, 3:3 versus 3:5 delay in punching. Profession names and strength/agility are also declared in the creature.

Not such a bad idea. Maybe I'll make them taller, with competent social skills all over the place.
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optimusjamie

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1294 on: March 21, 2015, 04:40:03 pm »

This might sound like a dumb question, but are the [MALE] and [FEMALE] tags mutually exclusive?
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Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1295 on: March 21, 2015, 05:10:08 pm »

Yes.

optimusjamie

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Trainzack

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1297 on: March 21, 2015, 09:29:55 pm »

How do I make it easier to tell my custom civs apart with out changeing the creatures name

You could give each civ a different language, then change the raws so that each of them have only one word that they will use in civ titles (I think this is something you can do). Make that one word whatever you need it to be for each language.

Urist McCoder

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1298 on: March 22, 2015, 06:19:43 pm »

I ended up just giving them stupid names like humans of noble birth, and dwarven oath born.
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20firebird

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1299 on: March 23, 2015, 10:40:08 pm »

I'm working on a new dinosaur civ and I want to keep them from using metal weapons and try and discourage mining. I think there's entity tags that do this, but I don't know what they are. Any help?
EDIT: Speaking of said dinosaur civ, they aren't appearing in world generation.
« Last Edit: March 23, 2015, 11:31:32 pm by 20firebird »
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WHERE DO YOU EVEN GET ENOUGH BABY FOR A PICKAXE? THERE ISN'T ENOUGH BABY.

DuncanFire

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How do i make body parts?
« Reply #1300 on: March 24, 2015, 02:22:24 am »

So, I am try to make a new body part for some of my creatures... in body_default i put:
Spoiler (click to show/hide)
I am not sure about the tissue stuff yet, but on my creature i added
Spoiler (click to show/hide)
for the tissue i ended up making this (and i am positive it isnt correct):
Spoiler (click to show/hide)
I am not sure how to make this work???
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TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1301 on: March 24, 2015, 11:21:33 am »

I'm working on a new dinosaur civ and I want to keep them from using metal weapons and try and discourage mining. I think there's entity tags that do this, but I don't know what they are. Any help?
EDIT: Speaking of said dinosaur civ, they aren't appearing in world generation.
Do they have a start biome and biome support? And [MAX_STARTING_CIV_NUMBER:6]
Spoiler (click to show/hide)

See http://dwarffortresswiki.org/index.php/DF2014:Entity_token for WOOD_WEAPONS so they don't have metal weapons. Elfy.
try removing [DIGGER:ITEM_WEAPON_PICK] so they maaaaaybe don't mine?
Remove [PERMITTED_JOB:MINER] and [PERMITTED_JOB:WEAPONSMITH]. Because miners is how they get metal?
Also helps if they don't have the reactions to make metals, so no smelter job, no smelter buildings.

Hope you have a programmer's text editor (Crimson Editor, NotepadPlusPlus) that has "Find in folder" so easily find a string among 100 files.
« Last Edit: March 24, 2015, 11:23:40 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

BlackFlyme

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Re: How do i make body parts?
« Reply #1302 on: March 24, 2015, 12:23:08 pm »

So, I am try to make a new body part for some of my creatures... in body_default i put:
Spoiler (click to show/hide)
I am not sure about the tissue stuff yet, but on my creature i added
Spoiler (click to show/hide)
for the tissue i ended up making this (and i am positive it isnt correct):
Spoiler (click to show/hide)
I am not sure how to make this work???

It looks good so far. Though you may want to give the body parts a category, as that would be useful for a number of things, such as actually applying the tissue to the body part. [CATEGORY:LUMP] or something like that.

Then you would need to apply the tissue somehow. If there is only a small selection of creatures with lumps, you could just give them [TISSUE_LAYER:BY_CATEGORY:LUMP:LUMPS]. Or you could alter or create a body detail plan to add the tissues.
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DuncanFire

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1303 on: March 24, 2015, 01:51:58 pm »

Thanks, but I am still getting an error:
Spoiler (click to show/hide)
this is in my creature file:
Spoiler (click to show/hide)
this is in my tissue file:
Spoiler (click to show/hide)
this is in my body file:
Spoiler (click to show/hide)
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20firebird

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1304 on: March 24, 2015, 06:18:40 pm »

I'm working on a new dinosaur civ and I want to keep them from using metal weapons and try and discourage mining. I think there's entity tags that do this, but I don't know what they are. Any help?
EDIT: Speaking of said dinosaur civ, they aren't appearing in world generation.
Do they have a start biome and biome support? And [MAX_STARTING_CIV_NUMBER:6]
Spoiler (click to show/hide)

See http://dwarffortresswiki.org/index.php/DF2014:Entity_token for WOOD_WEAPONS so they don't have metal weapons. Elfy.
try removing [DIGGER:ITEM_WEAPON_PICK] so they maaaaaybe don't mine?
Remove [PERMITTED_JOB:MINER] and [PERMITTED_JOB:WEAPONSMITH]. Because miners is how they get metal?
Also helps if they don't have the reactions to make metals, so no smelter job, no smelter buildings.

Hope you have a programmer's text editor (Crimson Editor, NotepadPlusPlus) that has "Find in folder" so easily find a string among 100 files.
Wouldn't [WOOD_WEAPONS] keep them from using stone? I want them to be able to use stone. I removed all the metalworking-related professions from the allowed professions list, maybe that will do the trick.
They do have biome support and a start biome.
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WHERE DO YOU EVEN GET ENOUGH BABY FOR A PICKAXE? THERE ISN'T ENOUGH BABY.
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