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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 686614 times)

Mr. Woolf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2371 on: January 07, 2017, 12:57:49 pm »

I have another question; where are the raws that determine what material wings are made from on a creature? specifically my mantis adventurers constantly loses his wings before anything else.
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Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2372 on: January 07, 2017, 01:32:33 pm »

Help with positions in custom civs?

WARNING: Full entity tags. Pretty big!

Spoiler (click to show/hide)

Mr. Woolf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2373 on: January 07, 2017, 01:56:56 pm »

what help do you need?
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Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2374 on: January 07, 2017, 02:04:44 pm »

I lost the ability to play as someone "locally important" in adventure mode with these civs.
How can I fix these positions?

Z49000

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2375 on: January 07, 2017, 02:51:07 pm »

I have another question; where are the raws that determine what material wings are made from on a creature? specifically my mantis adventurers constantly loses his wings before anything else.

Insects use chitin for their wings, assuming you use the EXOSKELETON_TISSUE_LAYERS.
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"Science isn't about why. Science is about WHY NOT?"- Cave Johnson, Portal 2

Z49000

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2376 on: January 07, 2017, 02:53:51 pm »

Also, while I'm here, could anyone help me with this?
Code: [Select]
[INTERACTION:STUNNING_GLARE]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_MANUAL_INPUT:target]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:stunned]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
           [CE_DIZZINESS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:1:PEAK:100:END:200]
   [CE_NUMBNESS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:1:PEAK:100:END:200]
   [CE_NAUSEA:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:1:PEAK:100:END:200]

This hasn't worked once.
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"Science isn't about why. Science is about WHY NOT?"- Cave Johnson, Portal 2

Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2377 on: January 07, 2017, 10:02:14 pm »

Help with positions in custom civs?

EDIT: Can't play as someone locally important. That's my problem.

WARNING: Full entity tags. Pretty big!

Spoiler (click to show/hide)

Hello?

Nahere

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2378 on: January 08, 2017, 02:25:13 am »

@Asin What happens if you remove [RESPONSIBILITY:MILITARY_STRATEGY] from the positions that have it and generate a new world? It might be that playable positions can only have LAW_ENFORCEMENT.
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Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2379 on: January 08, 2017, 07:32:56 am »

Let me try that.

EDIT: Still not working.
« Last Edit: January 08, 2017, 10:21:45 am by Asin »
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FantasticDorf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2380 on: January 08, 2017, 01:50:20 pm »

From my own experience, military strategy only really applies to generals & militia commanders (not soldiers/sub-leaders), as long as there is a cohesive link all the way up to the general (which can be procedural generated, no pressure) it should work.

Your issue @Nahere is that you haven't specified [SITE] level nobles to your units. Without a local militia, like my example of a goblin militia which will be at every goblin site patrolling & keeping the peace you can't select a locally important member of the militia guard.

Code: [Select]
        [POSITION:WARBAND_COMMANDER]
[NAME:warband commander:warband commanders]
[SITE]
[NUMBER:1]
[SQUAD:10:militia-warrior:warband-battalion]
[APPOINTED_BY:EXPEDITION_DESPOT]
[RESPONSIBILITY:MILITARY_STRATEGY]
                [RESPONSIBILITY:LAW_ENFORCEMENT]
[COMMANDER:WARBAND_CAPTAIN:ALL]
[PRECEDENCE:120]
[DO_NOT_CULL]
[DUTY_BOUND]
[POSITION:WARBAND_CAPTAIN]
[NAME:warband captain:warband captains]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:15:warband-warrior:warband-battalion]
[APPOINTED_BY:WARBAND_COMMANDER]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
[MILITARY_SCREEN_ONLY]
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Max™

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2381 on: January 08, 2017, 02:13:32 pm »

Squad+law enforcement are the required combos.
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Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2382 on: January 08, 2017, 03:01:40 pm »

Thanks, the position works now.

I do need some help with this.


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. If that's possible.

Mr. Woolf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2383 on: January 08, 2017, 05:07:50 pm »

@Asin, for the caste structure I would suggest building this creature off of the ant raws, it comes with multiple castes similar to what you need. as for the body parts you will place them in this line; [BODY:INSECT:2EYES:HEART:GUTS:BRAIN:MOUTH]. you will also need to add lines such as this one; [APPLY_CREATURE_VARIATION:PUNCH_ATTACK] I believe. If any one knows if I'm leaving anything out please mention what it is. oh yeah and don't forget to review the body detail plan format in the creature standard raws.
« Last Edit: January 08, 2017, 05:10:54 pm by Mr. Woolf »
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Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2384 on: January 08, 2017, 05:51:48 pm »

Yes, but the body I want is a humanoid.

You put an insect body.
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