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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 684016 times)

pikachu17

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1605 on: February 26, 2016, 02:20:59 pm »

if you use advanced world generation to create a world with no demons, there also no goblins.
what causes this? and how do I force armok to be the ruler of dwarven civs?
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ShinQuickMan

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1606 on: February 28, 2016, 11:45:08 am »

IIRC, a clown leader is needed to create the HFS spire for Dark Fortress capitals. No clowns, no capital, no goblins.

As for the Armok question, assuming you already made an Armok creature, the only way I could think of is to make a civ started and ruled by him, and have Dwarves emigrate to it later on. I'm not even sure if that could work at all.
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Starmantis

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1607 on: February 29, 2016, 12:16:44 pm »

How would one create an entity that has an increased tendency to make cities rather than hamlets? if this isnt possible what kind of problems may I face if I increase the amount of sites they create in general
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Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1608 on: February 29, 2016, 12:20:13 pm »

Cities are hamlets with bigger population.

ZM5

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1609 on: February 29, 2016, 01:53:35 pm »

Cities are hamlets with bigger population.
This, but also I find that if you put a civ's exclusive biome as something rather far off and not easily reachable they more commonly make gigantic towns. I.e I have a modded civ that starts in the tundras and taigas, and since they're far off from other civs and dont get into too many wars, their cities expand much more noticably than those civs that get into wars.

pikachu17

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1610 on: March 01, 2016, 11:51:13 am »

I notice that for the most part elves act differently in their home entity and in human entities.
is there any way to make elves have the ethics as elves despite being part of the human entity?
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IRefuseToChooseAUserName

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1611 on: March 01, 2016, 03:01:09 pm »

As I was looking through the raws I noticed that the position tokens for the humans and goblins are missing.
#1 Is this a problem?
#2 Could this be why the Humans have not sent a caravan?
#3 What position would I have to add to the Evles to get them to do trade agreements?
#4 If I add things to fix these discrepancies would I need to regen my world?

I apologize if this is not the right thread to ask these questions.
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scamtank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1612 on: March 01, 2016, 03:15:07 pm »

#1 Is this a problem?
#2 Could this be why the Humans have not sent a caravan?
#3 What position would I have to add to the Evles to get them to do trade agreements?
#4 If I add things to fix these discrepancies would I need to regen my world?

#1: Look harder, they have tokens that say that their positions are randomly generated titles. You can still add your own in the way the dwarves and elves have, though. My humans work just fine with their kings and chancellors, so I'm guessing it just generates roles that aren't specifically defined.
#2: Nah, I don't think so. If you're playing 42.05, they're blocked by the bug that makes your fortress exports not actually increase the "exports out" fame number that they depend on. You could remove it or add some other PROGRESS_TRIGGER token to sidestep that.
#3: You give a position RESPONSIBILITY:TRADE. I gave it to acolytes, personally.
#4: Yes, I don't think any of these things are exceptions that'd pass into a running game.
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BlackFlyme

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1613 on: March 01, 2016, 03:17:09 pm »

Human and Goblin entities have semi-randomly generated positions. It's what [VARIABLE_POSITIONS:ALL] does.

The Humans may just be too far away to come. Or you haven't hit their trade triggers yet.

The position token that allows trade agreements is [ESTABLISH_COLONY_TRADE_AGREEMENTS]. I think it only allows agreements between the same civilization though. At least, the wiki indicates as such.

And generally, yes, changes to entities will require a regen.
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Orbotosh

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1614 on: March 01, 2016, 04:42:08 pm »

Is it possible to make an interaction require the target to have a specific [SYN_CLASS] yet?
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Starmantis

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1615 on: March 02, 2016, 12:14:59 pm »

How do subteranian civs work right now? any way for them to build cities? or any way to have custom civs in hell?
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pikachu17

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1616 on: March 02, 2016, 01:52:28 pm »

my custom civ has special attacks that transforms  hit creatures into the custom civ's creature. mostly copied werebeast example. it kinda works in world gen. an elf got hit and then became that creature, however later that same creature defended it's original civ.
how do I make the transformed creatures join custom civ?
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Dirst

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1617 on: March 02, 2016, 02:58:13 pm »

my custom civ has special attacks that transforms  hit creatures into the custom civ's creature. mostly copied werebeast example. it kinda works in world gen. an elf got hit and then became that creature, however later that same creature defended it's original civ.
how do I make the transformed creatures join custom civ?
I believe the Succubus mod does something like this, which can also be found rolled up inside Masterwork.  No idea how it works, though.
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Orbotosh

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1618 on: March 02, 2016, 03:56:40 pm »

my custom civ has special attacks that transforms  hit creatures into the custom civ's creature. mostly copied werebeast example. it kinda works in world gen. an elf got hit and then became that creature, however later that same creature defended it's original civ.
how do I make the transformed creatures join custom civ?
I believe the Succubus mod does something like this, which can also be found rolled up inside Masterwork.  No idea how it works, though.
IIR it requires certain DFHack scripts for it to work properly.
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It's a buyers market. The author writes what sells, catering to the lowly demands of uneducated masses. In this case, apparently, charioteers.
Can we get migrant sponge cooks, a squid for bookkeeper, a starfish peasants, squirrel mechanics, vermin invaders, and cook roast crab meats? 

Dirst

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1619 on: March 02, 2016, 07:37:57 pm »

my custom civ has special attacks that transforms  hit creatures into the custom civ's creature. mostly copied werebeast example. it kinda works in world gen. an elf got hit and then became that creature, however later that same creature defended it's original civ.
how do I make the transformed creatures join custom civ?
I believe the Succubus mod does something like this, which can also be found rolled up inside Masterwork.  No idea how it works, though.
IIR it requires certain DFHack scripts for it to work properly.
I don't think Masterwork can tie its shoes without DFHack.
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