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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 686468 times)

Rethi-Eli

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2565 on: April 28, 2017, 01:41:16 pm »

Can a civilization exist with just one site and one immortal resident?
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Dunamisdeos

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2566 on: April 28, 2017, 06:33:09 pm »

Wasn't sure where to post this question.

I'm playing around with a creature that is made partially of liquid metal. I gave it a plasma-cannon-esque function, which works wonderfully. It blasts a target and melts whatever it hit and also lights them on fire. Good times.

*snip*
*snip*
*snip*

EDIT: I figured it out. Disregard. Cool creature anyway.
« Last Edit: April 28, 2017, 07:57:40 pm by Dunamisdeos »
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StagnantSoul

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2567 on: April 28, 2017, 11:43:30 pm »

Hey, two quick questions: How could I give a creature an interaction that makes them shoot hot steam in every direction? Not like a dragon's breath that's pretty directed, but a short range cloud.

And can I make a creature shoot a stream of sand like dragon fire style? And how much would it hurt?
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Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2568 on: April 29, 2017, 12:05:26 am »

TRAILING_GAS_FLOW, dragonfire is the only thing that can look like dragonfire

StagnantSoul

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2569 on: April 29, 2017, 12:18:48 am »

TRAILING_GAS_FLOW, dragonfire is the only thing that can look like dragonfire

Thanks! Works pretty well, apparently boiling water hurts a lot... Might make a material that hurts a little less but still burns pretty good for the attack.

Tried that in dust for sand, a little too OP, was just hoping it'd hurt them and move on instead of sending them flying...
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Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
Places to jibber madly at each other, got it
Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2570 on: April 29, 2017, 12:26:20 am »

Wait, actually, for hot steam in every direction you want UNDIRECTED_GAS.

StagnantSoul

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2571 on: April 29, 2017, 12:30:34 am »

Wait, actually, for hot steam in every direction you want UNDIRECTED_GAS.

Even better! It was usually spreading out in almost all directions so it got the job done, this got it done perfectly. Thanks again.
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Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
Quote from: Eric Blank
Places to jibber madly at each other, got it
Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

roqi

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2572 on: April 29, 2017, 08:47:53 am »

Can a civilization exist with just one site and one immortal resident?
Yes. I had a world that was all void of civilizations save for two, each of which had a lone necromancer huddled in an empty camp, clutching their respective slabs to their breasts.
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Dunamisdeos

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2573 on: April 29, 2017, 11:01:21 am »

If you want sand you could use the dust attack [TRAILING_DUST_FLOW].

It's not as huge as a blast of dragonfire, but you can do it.
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Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2574 on: April 29, 2017, 07:01:32 pm »

I added
Code: [Select]
[POPULATION_NUMBER:100:200]
[CLUSTER_NUMBER:10:1000]
but it didn't spawn.

It also needs [LARGE_ROAMING]
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Hinaichigo

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2575 on: May 01, 2017, 06:01:01 am »

I added
Code: [Select]
[POPULATION_NUMBER:100:200]
[CLUSTER_NUMBER:10:1000]
but it didn't spawn.

It also needs [LARGE_ROAMING]

Thanks, it worked.
It'd be cool if one could control/limit the population more precisely without making them megabeasts.
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overseer05-15

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2576 on: May 02, 2017, 09:14:39 pm »

I added
Code: [Select]
[POPULATION_NUMBER:100:200]
[CLUSTER_NUMBER:10:1000]
but it didn't spawn.

Pretty sure you need to remove the triggers.
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Rethi-Eli

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2577 on: May 03, 2017, 10:31:31 am »

Can a civilization exist with just one site and one immortal resident?
Yes. I had a world that was all void of civilizations save for two, each of which had a lone necromancer huddled in an empty camp, clutching their respective slabs to their breasts.
Thanks!
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Legendary Marksdorf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2578 on: May 03, 2017, 05:01:04 pm »

I'm currently working on a Mod which adds 2 civilizations to the original main 4 :
- Kobolds (which have evolved from little thieves to a full-on civilization, albeit much less advanced than the others)
- The Subterranean Union, which is a bunch of underground residents (including and not limited to subterranean animal people) who've decided to form an alliance and create their own big civ.

Unfortunately I'm not all that good at modding so I've came across a few problems and I was wondering if you guys could answer these questions :

- Is it possible to make a multi-race civilization without using castes AND having different races coexist in every site ? (I think someone did so for a Star Wars mod, but they might've been using castes, which is no good for me)

- When testing the current changes, I've noticed Kobolds are too similar to other races (especially dwarves). To make them stand out, I've decided to keep caves as their preffered sites, however the caves remain empty, containing nothing else than Kobolds and their pet moles. Is it possible to have them build workshops in their caves during world gen, like dwarves do in fortresses ?

- On the subject of pet moles, it seems that the only cave animals they use are moles, and while the idea of mole farms does seem really nice and fitting for kobold, I'd like them to use other cave animals as well (maybe purring maggots to make milk, or cave crocs, or cave swallows for example). Is that possible ? (They already have USE_CAVE_ANIMALS)

- It also seems that despite the fact caves are their preferred site, there are much more Kobold Hillocks and Kobold Fortresses than there are caves. Any way to fix that without completely removing the possibility of them settling in Hillocks and Fortresses ? (Also, can I make caves visible on the overworld map just by editing the raws (if possible, only caves that are inhabited by civilizations) ?)

- I want Kobolds to feel more 'primitive', but I have no idea how to achieve that. Being no historian, I don't know which permitted jobs and weapons would or wouldn't fit in there, so it'd be nice if you could give me some pointers :)

- I have no idea what the PROGRESS_TRIGGER tokens do ???

(Here's the raw I currently use for the Kobold civilization :
Spoiler (click to show/hide)
)
« Last Edit: May 03, 2017, 05:06:02 pm by Legendary Marksdorf »
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Rethi-Eli

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2579 on: May 03, 2017, 05:53:00 pm »

@Legendary Marksdorf, remove the settlement tokens from their raws. They'll still settle in hillocks, they just won't gen them. You should also remove the reactions that allow them to make pig iron and mead, since primitive peoples probably wouldn't have been able to make either.

Caves, by default, never have workshops or anything. Try CAVE_DETAILED - it'll still be a cave, but it will have workshops and statues.

Finally, you might want to remove gem utters, since cave people probably only had rough gems.
I can't say I know the solutions to any other problems you've presented.
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