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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 686210 times)

Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1170 on: February 20, 2015, 03:06:41 pm »

The duplicate raw wasn't either of the creatures in question, but it's gone now and things seem to have cleared up.

All that matters is if the duped raw is before any other raws.

Eldin00

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1171 on: February 21, 2015, 01:40:01 am »

If I have an entity with [CIV_CONTROLLABLE] and [SITE_VARIABLE_POSITIONS:ALL] with no specific positions defined, do any positions ever show up when playing the entity in fortress mode? I asked because I tried just throwing [CIV_CONTROLLABLE] at the top of the human entity to test some other changes, and while I can play as a human civ, and for the most part it just works, there are no positions listed on the nobles screen, and no ability to set up a military (presumably because of the lack of a 'commander' type position)... is there any way to get it working? or do I need to actually create a minimal set of positions if I want them to be really playable?
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BlackFlyme

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1172 on: February 21, 2015, 01:42:02 am »

You need a set of defined positions. The variable positions cannot be used.
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Eldin00

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1173 on: February 21, 2015, 01:42:52 am »

Not the answer I was hoping for, but thanks for the info.
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Eldin00

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1174 on: February 21, 2015, 03:18:22 am »

Adding positions to humans to make them playable in fortress mode. For the moment, I've just added most of the dwarf positions with edited names, and everything works except the one land-holder position I added (copied from the baron position under dwarves). If I add that position, the game crashes while advancing history during worldgen (I've seen it get as far as 5 years before crashing).

Here's the position that causes the crash:
Code: [Select]

[POSITION:LORD]
[NAME_MALE:lord:lords]
[NAME_FEMALE:lady:ladies]
[SPOUSE_MALE:lord consort:lords consort]
[SPOUSE_FEMALE:lady consort:ladies consort]
[NUMBER:AS_NEEDED]
[LAND_HOLDER:1]
[LAND_NAME:an estate]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[SUCCESSION:BY_HEIR]
[APPOINTED_BY:MONARCH]
[PRECEDENCE:40]
[SPECIAL_BURIAL]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:2]
[MANDATE_MAX:1]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:500]
[REQUIRED_DINING:500]
[REQUIRED_TOMB:500]

No error log is generated, DF just crashes. Any ideas what might be causing the crash, and how to possibly fix it?
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Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1175 on: February 21, 2015, 03:36:23 am »

If they're a dark fortress race with a LAW_MAKING noble, they'll crash, IIRC.

Eldin00

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1176 on: February 21, 2015, 04:01:42 am »

Good to know, but they're pretty close to vanilla humans and have [DEFAULT_SITE_TYPE:CITY] and [LIKES_SITE:CITY], and no other default site or likes site tokens.

In fact, here's the whole entity definition, so people can spot any possible conflicts:
Spoiler (click to show/hide)
« Last Edit: February 21, 2015, 04:06:15 am by Eldin00 »
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Eldin00

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1177 on: February 21, 2015, 04:42:45 am »

Well, apparently LAW_MAKING was the issue, even though they aren't a dark fortress civ. Removing that token stops it from crashing.
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Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1178 on: February 21, 2015, 04:51:14 am »

It was VARIABLE_POSITIONS:ALL combined with the LORD position, AFAIK.

Eldin00

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1179 on: February 21, 2015, 05:18:27 am »

It's good to know where the conflict came from. Thank you Putnam and BlackFlyme for answering questions and looking at my stuff.
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That Wolf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1180 on: February 21, 2015, 05:39:04 am »

It was VARIABLE_POSITIONS:ALL combined with the LORD position, AFAIK.
To reiterate.
Ive done the exact same thing as you
And it is definately the variable positions all.
It conflicts with the working positions.

I also put the elven positions in humans (Druid, acolite, ranger captain)
They dont seem to work.
So heres my QUESTION: can I get them to work?
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Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1181 on: February 21, 2015, 05:43:20 am »

Huh what? I ain't done nothing.

What exactly are you trying to get to work here? I'm not quite understanding. You need to NOT have variable positions to have proper positions elsewhere.

That Wolf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1182 on: February 21, 2015, 05:50:18 am »

My question is how do I get the elven noble positions to work for humans.
Or any race for that matter
The positions are the druids, ranger cap'n and princesses.
I would like help even if its not possible/a silly idea
« Last Edit: February 21, 2015, 01:16:26 pm by That Wolf »
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TheDorf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1183 on: February 21, 2015, 09:07:01 am »

Would it be possible to add custom creatures or entities that live in the sewers of human cities?

Also, how would I go about creating an entity that lives in caves like vanilla kobolds, but that are more active in adventure mode and ambush adventurers more often?

Edit: And could anyone please explain how [COLONY_EXTERNAL] works? If I put this on a creature that is part of an entity that lives in caves, will some of them hang around the cave entrance, will all of them hang around the cave entrance, or does it work in some other way?

Edit 2: If I give an entity the [WANDERER], [BEAST_HUNTER] or [SCOUT] tokens along with [LOCAL_BANDITRY], will the wanderers, beast hunters and scouts be hostile towards my adventurers as well?

Edit 3: How did I make a specific caste less common? I can't find the token on the creature tokens page.
« Last Edit: February 21, 2015, 10:31:27 am by TheDorf »
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BlackFlyme

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1184 on: February 21, 2015, 04:11:07 pm »

1. You can't designate sewers as a habitat. I don't know of any ways to force an entity/creature into sewers.

2. Possibly by making them have a high banditry rate.

3. COLONY_EXTERNAL is for vermin that have colonies, such as ant mounds or bee hives.

4. Probably.

5. [POP_RATIO] Give it to every caste. The numbers work in relation to one another, so if one caste has [POP_RATIO:100] and another has [POP_RATIO:1], then there will be one of one caste for every hundred of the other.
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