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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 695882 times)

scourge728

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2310 on: December 21, 2016, 05:26:27 pm »

Darn, but on another topic, I'm going to be doing some !!SCIENCE!! with numbers of body parts on a single creature and also making some civs that (for the most part) don't use the bizarre body part numbers I'm trying. Wish me luck.

EDIT: So I tried to make a creature with 8 of like all the body parts and it exists, but it doesn't appear to attack or move
http://pastebin.com/G3i8G3Nq

Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2311 on: December 22, 2016, 01:04:00 pm »

Hello again, everyone.

I have a plan for a new creature.
A humanoid with a blank face (no eyes, ears, hair, nose) other than a mouth with mandibles. It can equip weapons and armor.
I plan for this to be part of a multi-caste... "creature". Or a secret.

The humanoid with mandibles is the Shambler.


A humanoid with 4 tendrils that can lash an opponent and sharp teeth and red eyes (but still no nose, ears, or hair) is called a Whipper.

A large humanoid with horns, red skin, and only eyes on its otherwise fully blank head is called a Goliath.

Oh, and a shambler's bite will turn a person into a shambler. Like a werebeast.

TD1

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2312 on: December 22, 2016, 01:04:42 pm »

Ptw
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PanDados

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2313 on: December 24, 2016, 07:14:13 pm »

Is there a way to make a custom workshop that is used to summon creatures?
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scourge728

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2314 on: December 24, 2016, 08:15:17 pm »

So if I wanted to give a creature a covering made of say, steel or adamantine or turn it's bones into one, how would that work?

Zerim

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2315 on: December 24, 2016, 09:56:39 pm »

Hello, I need help defining multiple creatures in one. Basically I'm trying to make an entity that has multiple dominant creatures, so I figured the best shortcut for that would be just making multiple creatures and use that definition for the entity. My past attempts have made a crash, so if anyone has any good examples of that I'd be more than thankful.
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Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2316 on: December 25, 2016, 12:47:13 am »

Multiple creatures in one entity will make the entity spawn with only one at a time, if it still works at all.

Zerim

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2317 on: December 25, 2016, 03:37:57 am »

Yes I know, which is why I want multiple creatures in one creature definition.
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overseer05-15

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2318 on: December 25, 2016, 04:35:09 am »

Yes I know, which is why I want multiple creatures in one creature definition.

You can't. If you want, you can make radically different castes, but they'll interbreed. Dunno if that's a problem.

Is there a way to make a custom workshop that is used to summon creatures?

No. Transformation, though, that'll work.
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PanDados

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2319 on: December 25, 2016, 01:09:07 pm »

No. Transformation, though, that'll work.
Yes, but I don't want to have all surrounding Dwarves to transform into living, immobile landmines that explode in flames when they get hit by something...
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Zerim

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2320 on: December 25, 2016, 04:26:34 pm »

You can't. If you want, you can make radically different castes, but they'll interbreed. Dunno if that's a problem.

Yes, different castes is what I'm looking for. Are there any good examples of this? The interbreeding isn't an issue to me. It shouldn't be anyways.
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overseer05-15

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2321 on: December 25, 2016, 07:17:31 pm »

You can't. If you want, you can make radically different castes, but they'll interbreed. Dunno if that's a problem.

Yes, different castes is what I'm looking for. Are there any good examples of this? The interbreeding isn't an issue to me. It shouldn't be anyways.

Try the Antmen. IIRC, they have some different castes, way more than others, with a number of differences. They should be a good example.

No. Transformation, though, that'll work.
Yes, but I don't want to have all surrounding Dwarves to transform into living, immobile landmines that explode in flames when they get hit by something...

Why not? I don't think that'll be a problem, unless you have experience otherwise. It seems like more fun that way anyhow.
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PanDados

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2322 on: December 25, 2016, 10:12:00 pm »

No. Transformation, though, that'll work.
Yes, but I don't want to have all surrounding Dwarves to transform into living, immobile landmines that explode in flames when they get hit by something...

Why not? I don't think that'll be a problem, unless you have experience otherwise. It seems like more fun that way anyhow.
Well, I'm making a ''Mo' Civs'' mod that adds 3 new civilizations AND makes Humans, Elves and Mechanis playable in Fort mode. (The Mechani are a automaton civilization I made up and are in the process of being modded in. They used to live in their own world, but their teleporting technology went REAL wrong and they got teleported into Dwarf World. Now they're living in Dwarf World alongside the dwarves and humans, and constantly declaring war against elves and goblins) and I'm trying to make it so that Mechanis have an exclusive workshop called something along the lines of ''Bot Assembly'' that is used to craft many types of ''lesser robots'' (that are actually metallic creatures) that follow a Mechani's commands and are used for many purposes (even though the main purpose is usually siege, !!FUN!! and fort-defense related), including:
  • GR-8-Zer, a small robot that looks like a lawnower and eats up grass really quickly so you can build without the worries that a plant will sprout to block your way/trade depot/crazy waterwheel shenaningans.
  • 4-Tress, a very resistant, wall-shaped robot that stays in place (immobile) basically acts like a living wall that fights back by firing a barrage of bullets every once in a while.
  • Sen-3, an immobile sentry turret (duh) that, while fragile, will be more than happy to make invaders eat up some bullets from it's cannon.
  • Land M-9, an immobile, fragile and little spider-like robot critter that explodes in flames if someone is unlucky enough to kill it. Considering It's not tough and has near-vermin size, It's not very hard to accidentally make it explode... (This is the ''Living, immobile landmine that explodes in flames when it gets hit by something'', by the way.
And the list goes on... (I'm planning to put like 12 lesser bots in the mod, but I need to figure out how to make a creature-creating workshop first)

Andddd that's why I don't want everything surrounding the workshop to turn into any of these lesser bots.
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overseer05-15

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2323 on: December 25, 2016, 10:37:48 pm »

No. Transformation, though, that'll work.
Yes, but I don't want to have all surrounding Dwarves to transform into living, immobile landmines that explode in flames when they get hit by something...

Why not? I don't think that'll be a problem, unless you have experience otherwise. It seems like more fun that way anyhow.
*Text*

Andddd that's why I don't want everything surrounding the workshop to turn into any of these lesser bots.

You can probably do something with dfhack, but not through regular raw editing. I'm not very familiar with dfhack though.
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milo christiansen

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2324 on: December 25, 2016, 11:13:50 pm »

In the days of 34.11 landmines and other buildable automations were dealt with in two ways:

1) A syndrom rock that transformed only a specific kind of (non-dwarf) creature into the "landmine" creature. Often this was enhanced with DFHack to make it 100% reliable. Meph was an expert at this kind of thing if I remember correctly.
2) Using DFHack spawn-unit to create a new landmine unit where no unit existed before. This is simple, powerful, and reliable, but you then need DFHack...

If you choose the syndrome route (no DFHack) then use a contact syndrome (in addition or instead of inhaled), as creatures do not breath all that often. Creatures not hitting a "breath tick" while in the cloud was the #1 cause of unreliability (If I remember correctly anyway).

Talk to Meph, as he did a lot of this kind of thing in Masterwork.
« Last Edit: December 25, 2016, 11:16:14 pm by milo christiansen »
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