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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 698574 times)

TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3960 on: September 02, 2019, 04:19:26 am »

DerMeister, check your opening and closing brackets.
[HUNTS_VERMIN]  [  [RETRACT_INTO_BP:BY_CATEGORY:UPPERBODY:roll into a ball:rolls into a ball:unroll:unrolls]  ]
   [LARGE_PREDATOR]   OPPOSED_TO_LIFE]

What in the beard-heaven is.... [SENSE_CREATURE_CLASS:15:4:0:1] ??
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

ZM5

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3961 on: September 02, 2019, 05:47:49 am »

Yeah, it should be something like [SENSE_CREATURE_CLASS:GENERAL_POISON:15:4:0:1] - the creature class has to actually be there. The missing brackets could be causing issues too.

Also, just for reference - you do actually have a separate entity file for their civ, right? Trying to make sure if something else isn't missing.

DerMeister

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3962 on: September 02, 2019, 11:09:51 pm »

Opposed to life creatures can be member of civ? When I embark as this civ, fortress was lost from start because no members and livestock.
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Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3963 on: September 03, 2019, 09:14:19 am »

you created three castes, only one of which is intelligent, and it is extremely rare compared to the other two. It's almost certain all seven of your starting critters were of the unintelligent castes, which count as livestock, not people, and livestock cant keep a fort going. You should rethink how you want the castes to work, for instance you could make the intelligent caste dominant numerically and the other two pets, so you can buy them on embark.
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I make Spellcrafts!
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DerMeister

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3964 on: September 03, 2019, 08:49:26 pm »

you created three castes, only one of which is intelligent, and it is extremely rare compared to the other two. It's almost certain all seven of your starting critters were of the unintelligent castes, which count as livestock, not people, and livestock cant keep a fort going. You should rethink how you want the castes to work, for instance you could make the intelligent caste dominant numerically and the other two pets, so you can buy them on embark.
Only one is pet caste. One caste is fully intelligent, second is can learn and can speak, third is no learn and no speak, only utterances, so only third is fully pet.
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ZM5

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3965 on: September 04, 2019, 02:20:08 am »

[INTELLIGENT] is the same as [CAN_LEARN]+[CAN_SPEAK], there isn't any difference. Utterances is only responsible for kobold names.
Still, you do have the unintelligent caste as the most common one and I also think that creatures with opposed to life get shoved into the "other" category in fort mode's unit list. So both could be the issue, really.

DerMeister

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3966 on: September 04, 2019, 07:11:41 am »

[INTELLIGENT] is the same as [CAN_LEARN]+[CAN_SPEAK], there isn't any difference. Utterances is only responsible for kobold names.
Still, you do have the unintelligent caste as the most common one and I also think that creatures with opposed to life get shoved into the "other" category in fort mode's unit list. So both could be the issue, really.
When inteligence, goblins not make items from this creature, when just can learn and can speak, goblins make. I test without opposed to life, remake civ and this work, embark with 5 pet caste, one from normal caste and one from intelligent.
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DerMeister

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3967 on: September 04, 2019, 08:50:19 am »

If not add relegion, but add divine mat and spheres, civ will use their sphere mat or another mats?
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MachoNacho

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3968 on: September 04, 2019, 12:10:37 pm »

Spoiler (click to show/hide)
How do I guarantee that the player will get a queen on embark?
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TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3969 on: September 05, 2019, 05:33:39 am »

Spoiler (click to show/hide)
How do I guarantee that the player will get a queen on embark?
Maybe a workshop that gives a transform syndrome: a regular caste into the rare queen caste. Then the workshop self-destructs, and by some mechanism player can't make another of the said workshop.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Meph

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3970 on: September 05, 2019, 12:27:31 pm »

Let's say I want a civ to die out in worldgen. What would be the best way currently?

Orientation, make everyone gay, so no children are ever born?
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brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3971 on: September 05, 2019, 12:45:01 pm »

Let's say I want a civ to die out in worldgen. What would be the best way currently?

Orientation, make everyone gay, so no children are ever born?

Would setting max age to 1 make them die before having children? What about litter size 0? Would that do anything?

Meph

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3972 on: September 05, 2019, 01:19:10 pm »

Oh, no, they should be perfectly playable. I just don't want migrants. ;)
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LargeSnail

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3973 on: September 05, 2019, 01:55:17 pm »

Oh, no, they should be perfectly playable. I just don't want migrants. ;)
You could create a "fake" civ of small, weak creatures (let's call them, "knockers"), with all the nobility and reactions and stuff you desire. Those weak creatures must live short lifespans, be monogendered and extremly hostile (with ITEM_THIEF and BABYSNATCHER in the entity), so they'll surely die in worldgen.

Then, with DFhack, you kill those creatures on embark and spawn seven (or more) creatures of the race you want. I don't know if you can copy the skills from the killed ones, but that's a minor problem.

No migrants will come.

Meph

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3974 on: September 05, 2019, 02:00:09 pm »

Are the first two waves of migration no longer hardcoded?
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::
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