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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 685916 times)

TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1365 on: April 20, 2015, 03:23:50 pm »

Well, it shows up now for some reason, but wouldn't fight.  :o

Maybe the modded attack has something to do with it:
[CREATURE_VARIATION:MANTIS_SHRIMP_PINCER_ATTACK]
Wonder why the 2kg aquatic fish doesn't want to run around the arena fighting. Try a 40kph speed instead of 1 kph, see if it moves in the arena after that. There are a few tags you can try to make it more aggressive.
http://dwarffortresswiki.org/index.php/DF2014:Creature_token
maybe try amphibious, so it can breathe air and water. also LARGE_PREDATOR.
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Illogical_Blox

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1366 on: April 20, 2015, 06:19:30 pm »

Well, it shows up now for some reason, but wouldn't fight.  :o

Maybe the modded attack has something to do with it:
[CREATURE_VARIATION:MANTIS_SHRIMP_PINCER_ATTACK]
Wonder why the 2kg aquatic fish doesn't want to run around the arena fighting. Try a 40kph speed instead of 1 kph, see if it moves in the arena after that. There are a few tags you can try to make it more aggressive.
http://dwarffortresswiki.org/index.php/DF2014:Creature_token
maybe try amphibious, so it can breathe air and water. also LARGE_PREDATOR.
It wouldn't attack still, though a pigeon will attack an elephant... I'll try changing the attack and increasing the size.
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LastGreen

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1367 on: April 21, 2015, 01:09:41 am »

Hello, can anyone help me? I would like to edit the eagles in my game so they can be trained for hunting and war, like dogs and some other animals can be. But im not sure what I really need to change. Im currently looking at raw / objects / creature_birds file and the other Text Document files like it but im not sure if changing them will actually change the game nor am I sure where too even find where the information for eagles even are. so being the noob I am can anybody help me out?
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BlackFlyme

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1368 on: April 21, 2015, 01:15:44 am »

raw/objects is the main raws, and will not affect your save. You want data/save/regionX/raw/object

Just give it [TRAINABLE]
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LastGreen

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1369 on: April 21, 2015, 01:20:48 am »

raw/objects is the main raws, and will not affect your save. You want data/save/regionX/raw/object

Just give it [TRAINABLE]

Awesome thanks, now I just need to figure out where they are then. (edit: found em!)
« Last Edit: April 21, 2015, 01:33:57 am by LastGreen »
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Plump Helmet

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1370 on: April 21, 2015, 03:01:39 am »

How strong would you say is strong enough for a semi-megabeast? Right now what I've got is a six-legged creature that's reasonably powerful (able to hold off about eight or nine unarmed, untrained dwarf-replacements before going down), but which is gimped too easily. For some reason, almost all attacks to the thing's legs, no matter how weak, break them near-instantly. This renders it still modestly powerful - it helps that it can still "ram" using its entire body and knock enemies like fifteen feet away - but still too easily defeated for something of its size.

Does that sound about tough enough to you guys for a semi-MB, or should it be made stronger?
« Last Edit: April 21, 2015, 03:10:23 am by Plump Helmet »
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Adragis

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1371 on: April 21, 2015, 12:25:26 pm »

Right, is it possible to give a creature a natural projectile attack? Is it like 'glob-of-acid-spitting' things with different object classes?
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thincake

BlackFlyme

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1372 on: April 21, 2015, 02:39:56 pm »

It is possible, and there are a few different types, which are listed here on the wiki.

You would use the material emission interaction to create this attack. In-game examples include magma crabs, which spit molten basalt, or giant cave spiders, which spew webs.

Edit: I accidentally a word.

@Plump Helmet: I would say that a semi-megabeast should be strong enough to pose a large threat to an unprepared fort, but should not be so strong that they can easily take on a moderately trained militia. One fairly well trained soldier should be able to go toe-to-toe with them.
« Last Edit: April 21, 2015, 03:21:53 pm by BlackFlyme »
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Adragis

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1373 on: April 21, 2015, 02:40:47 pm »

My race of automatons is coming into focus now
Thanks :3
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thincake

Sver

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1374 on: April 21, 2015, 03:58:11 pm »

Is there any way to force a civilization to use stone weapons?
« Last Edit: April 22, 2015, 04:31:15 am by Sver »
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Adragis

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1375 on: April 21, 2015, 04:02:06 pm »

Don't give them the ability to make/use any other weaponry?
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thincake

Sver

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1376 on: April 22, 2015, 04:54:11 am »

No, it doesn't work this way. I can assume that this is impossible, because the game doesn't fully support the actual existence of stone weapons. Well, there's another way to get what I want though.
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Dirst

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1377 on: April 28, 2015, 11:30:39 pm »

Hi all,

The wiki claims that vermin pets get carried around by their owners, but I haven't seen that actually happen.  I can tell it hasn't happened, because these little guys move a lot slower than dwarves.

Has this behavior changed?  It is possible the wiki was wrong to begin with, or that pet carrying is unreliable.  I'd like to know for sure before I decide on the implementation details for this critter.

I've also noted that domesticated vermin appear on the embark screen in the items list rather than the animals list, using the creature name rather the caste name.  Once embarked, they can be adopted as pets but never get named.
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Sver

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1378 on: June 28, 2015, 02:40:15 pm »

Anyone knows what determines the entity to have "civil wars" (group vs. group conflicts)?
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Akhier the Dragon hearted

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1379 on: July 01, 2015, 12:01:44 am »

What is the value range for MAX_POP_NUMBER, MAX_SITE_POP_NUMBER, and MAX_STARTING_CIV_NUMBER?
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