Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 284 285 [286] 287 288 ... 372

Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 699813 times)

Kat

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4275 on: January 21, 2020, 09:26:21 pm »

Is there anything in the creature or entity file that would affect the behaviour of a guard captain and their squad ?

I'm playing a modded drow civilisation, and a kobold thief has been spotted. I have a squad of 5 marksmen commanded by the captain of the guard, a position which has [RESPONSIBILITY:LAW_ENFORCEMENT]

They are armed with drow crossbows which do have a melee attack in addition to their shooting attack.

However, all 5 of them are just standing within a few squares of the kobold thief and shooting them. None of them seem willing to move in and actually dispatch this kobold who now has half a dozen arrows stuck in them. The guard captain is literally standing two squares away and calmly discharging their weapon at this incapacitated kobold

Is there anything in the creature/entity definitions that would affect the behaviour of this squad ?

Or are these guys just jerks ?
Logged

Enemy post

  • Bay Watcher
  • Modder/GM
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4276 on: January 21, 2020, 10:41:18 pm »

Everyone who has a ranged weapon does that, it's not just guards. The behavior is just a consequence of how the AI works, and that they can't aim for a deliberate headshot to finish off downed enemies. They'll kill him with melee if they run out of ammo.
Logged
My mods and forum games.
Enemy post has claimed the title of Dragonsong the Harmonic of Melodious Exaltion!

Kat

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4277 on: January 21, 2020, 10:48:31 pm »

I see. I had a recollection in previous versions, that marksmen would tend to rush forward and beat things with their crossbows, even when they had ammunition remaining.
been a while since I had a fort that had a kobold civilisation close enough to attempt thieving, so I think that would have been a v34 behaviour.


I thought perhaps that something in the values and ethics might have made these guys act like this.

I counted the ammunition expended, it was a total of 80 shots they fired. The kobold had 12 bolts stuck in them by the time they died. It just seemed excessive, lol
Logged

Enemy post

  • Bay Watcher
  • Modder/GM
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4278 on: January 21, 2020, 10:53:30 pm »

That does seem a bit excessive. Where their bolts made of especially weak material?
Logged
My mods and forum games.
Enemy post has claimed the title of Dragonsong the Harmonic of Melodious Exaltion!

Kat

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4279 on: January 22, 2020, 08:58:47 am »

Metal bolts. Mainly iron and copper bolts. Base quality.

They did manage to shoot the kobold's clothes off though  ???

and looking at the combat log, they manage to repeatedly shoot this kobold without hitting any arteries.  ???
« Last Edit: January 22, 2020, 10:25:48 am by Kat »
Logged

Enemy post

  • Bay Watcher
  • Modder/GM
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4280 on: January 22, 2020, 11:06:57 am »

That’s weird, but possible I suppose.
Logged
My mods and forum games.
Enemy post has claimed the title of Dragonsong the Harmonic of Melodious Exaltion!

Logariter

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4281 on: January 23, 2020, 01:32:13 pm »

DF isn't recognising any body tokens:
Here is an example creature
Code: [Select]
[CREATURE:ONE]
[DESCRIPTION:A large quadruped.]
[NAME:bit:bits:bit]
[CASTE_NAME:bit:bits:bit]
[CREATURE_TILE'b'][COLOR:4:0:1]
[PETVALUE:10]
[FREQUENCY:100]
[NATURAL][PET]
[BIOME:ANY_LAND]
[POPULATION_NUMBER:250:500]
[PREFSTRING:nature]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[BODY:BASIC_BODY:BASIC_HEAD:QUAD_LEGS:MOUTH:MANDIBLES:2EYES:TAIL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:TISSUE_LAYERS:SKIN:MUSCLE:BONE]
[BODY_DETAIL_PLAN:STANDARD_POSITIONS]
[SWIMS_INNATE]
[BODY_SIZE:0:0:120000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:MANDIBLE]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[APPLY_CREATURE_VARIATION:STANDARD_GAITS:900:711:521:293:1900:2900] 30 kph
[APPLY_CREATURE_VARIATION:STANDARD_SLOW_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[ALL_ACTIVE]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG:SOLID]
[EGG_SIZE:20000]
[CLUTCH_SIZE:4:5]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:RED:1]
[TLCM_NOUN:body:SINGULAR]
Here are the body tokens
Code: [Select]
body_default

[BODY:BASIC_BODY]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]

[BODY:BASIC_BODY_HEAD]
[BP:UB:upper body:upper bodies][HEAD][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]

[BODY:BIPED_LEGS]
[BP:RL:right leg:STP][CONTYPE:LOWERBODY][LIMB][RIGHT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:LL:left leg:STP][CONTYPE:LOWERBODY][LIMB][LEFT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:RF:right foot:right feet][CON:RL][STANCE][RIGHT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
[BP:LF:left foot:left feet][CON:LL][STANCE][LEFT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]

[BODY:ARMS]
[BP:RA:right arm:STP][CONTYPE:UPPERBODY][LIMB][RIGHT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:LA:left arm:STP][CONTYPE:UPPERBODY][LIMB][LEFT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:RH:right hand:STP][CON:RA][GRASP][RIGHT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
[BP:LH:left hand:STP][CON:LA][GRASP][LEFT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]

[BODY:4ARMS]
[BP:RA1:first right arm:STP][CONTYPE:UPPERBODY][LIMB][RIGHT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:LA1:first left arm:STP][CONTYPE:UPPERBODY][LIMB][LEFT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:RH1:first right hand:STP][CON:RA1][GRASP][RIGHT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
[BP:LH1:first left hand:STP][CON:LA1][GRASP][LEFT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
[BP:RA2:second right arm:STP][CONTYPE:UPPERBODY][LIMB][RIGHT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:LA2:second left arm:STP][CONTYPE:UPPERBODY][LIMB][LEFT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:RH2:second right hand:STP][CON:RA2][GRASP][RIGHT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
[BP:LH2:second left hand:STP][CON:LA2][GRASP][LEFT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]

[BODY:QUAD_LEGS]
[BP:RA3:right front leg:STP][CONTYPE:UPPERBODY][LIMB][RIGHT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:LA3:left front leg:STP][CONTYPE:UPPERBODY][LIMB][LEFT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:RH3:right front foot:right front feet][CON:RA3][STANCE][RIGHT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:LH3:left front foot:left front feet][CON:LA3][STANCE][LEFT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:RL:right rear leg:STP][CONTYPE:LOWERBODY][LIMB][RIGHT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:LL:left rear leg:STP][CONTYPE:LOWERBODY][LIMB][LEFT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:RF:right rear foot:right rear feet][CON:RL][STANCE][RIGHT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
[BP:LF:left rear foot:left rear feet][CON:LL][STANCE][LEFT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]

[BODY:QUAD_LEGS_SAPIENT]
[BP:RA:right front leg:STP][CONTYPE:LOWERBODY][LIMB][RIGHT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:LA:left front leg:STP][CONTYPE:LOWERBODY][LIMB][LEFT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:RH:right front foot:right front feet][CON:RA][STANCE][RIGHT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:LH:left front foot:left front feet][CON:LA][STANCE][LEFT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:RL:right rear leg:STP][CONTYPE:LOWERBODY][LIMB][RIGHT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:LL:left rear leg:STP][CONTYPE:LOWERBODY][LIMB][LEFT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:RF:right rear foot:right rear feet][CON:RL][STANCE][RIGHT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
[BP:LF:left rear foot:left rear feet][CON:LL][STANCE][LEFT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]

[BODY:HEX_LEGS]
[BP:RA:right front leg:STP][CONTYPE:UPPERBODY][LIMB][RIGHT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:LA:left front leg:STP][CONTYPE:UPPERBODY][LIMB][LEFT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:RH:right front foot:right front feet][CON:RA][STANCE][RIGHT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:LH:left front foot:left front feet][CON:LA][STANCE][LEFT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:RAL:right middle leg:STP][CONTYPE:UPPERBODY][LIMB][RIGHT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:LAL:left middle leg:STP][CONTYPE:UPPERBODY][LIMB][LEFT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:RHF:right middle foot:right middle feet][CON:RAL][STANCE][RIGHT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:LHF:left middle foot:left middle feet][CON:LAL][STANCE][LEFT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:RL:right rear leg:STP][CONTYPE:LOWERBODY][LIMB][RIGHT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:LL:left rear leg:STP][CONTYPE:LOWERBODY][LIMB][LEFT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:RF:right rear foot:right rear feet][CON:RL][STANCE][RIGHT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
[BP:LF:left rear foot:left rear feet][CON:LL][STANCE][LEFT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]

[BODY:BASIC_HEAD]
[BP:NK:neck:STP][CONTYPE:UPPERBODY][CATEGORY:NECK]
[DEFAULT_RELSIZE:150]
[BP:HD:head:STP][CON:NK][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]

[BODY:2WINGS]
[BP:RWING:right wing:STP][CONTYPE:UPPERBODY][LIMB][RIGHT][FLIER][CATEGORY:WING]
[DEFAULT_RELSIZE:500]
[BP:LWING:left wing:STP][CONTYPE:UPPERBODY][LIMB][LEFT][FLIER][CATEGORY:WING]
[DEFAULT_RELSIZE:500]

[BODY:WAGON]
[BP:FRONT:front:STP][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:BACK:back:STP][CON:FRONT][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:RFW:right front wheel:STP][CON:FRONT][STANCE][RIGHT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:100]
[BP:LFW:left front wheel:STP][CON:FRONT][STANCE][LEFT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:100]
[BP:RRW:right rear wheel:STP][CON:BACK][STANCE][RIGHT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:100]
[BP:LRW:left rear wheel:STP][CON:BACK][STANCE][LEFT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:100]

[BODY:TAIL]
[BP:TAIL:tail:STP][CONTYPE:LOWERBODY][CATEGORY:TAIL]
[DEFAULT_RELSIZE:100]

[BODY:2EYES]
[BP:REYE:right eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT][CATEGORY:EYE]
[DEFAULT_RELSIZE:5]
[BP:LEYE:left eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT][CATEGORY:EYE]
[DEFAULT_RELSIZE:5]

[BODY:3EYES]
[BP:REYE:right eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT][CATEGORY:EYE]
[DEFAULT_RELSIZE:5]
[BP:LEYE:left eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT][CATEGORY:EYE]
[DEFAULT_RELSIZE:5]
[BP:EYE:center eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][CATEGORY:EYE]
[DEFAULT_RELSIZE:5]
[BODY:MOUTH]
[BP:MOUTH:mouth:STP][CONTYPE:HEAD][MOUTH][SMALL][EMBEDDED][APERTURE][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:20]

[BODY:BEAK]
[BP:BEAK:beak:STP][CONTYPE:HEAD][MOUTH][SMALL][APERTURE][CATEGORY:BEAK]
[DEFAULT_RELSIZE:30]

[BODY:TEETH]
[BP:TOOTH:tooth:teeth][CONTYPE:HEAD][CATEGORY:TOOTH][NUMBER:30][SOCKET][SMALL]
[DEFAULT_RELSIZE:1]

[BODY:MANDIBLES]
[BP:R_MAND:right mandible:STP][CONTYPE:HEAD][CATEGORY:MANDIBLE]
[DEFAULT_RELSIZE:200]
[BP:L_MAND:left mandible:STP][CONTYPE:HEAD][CATEGORY:MANDIBLE]
[DEFAULT_RELSIZE:200]

[BODY:HEART]
[BP:HEART:heart:STP][CONTYPE:UPPERBODY][CIRCULATION][INTERNAL][SMALL][CATEGORY:HEART]
[DEFAULT_RELSIZE:100]

[BODY:2LUNGS]
[BP:RLUNG:right lung:STP][CONTYPE:UPPERBODY][BREATHE][INTERNAL][SMALL][RIGHT][CATEGORY:LUNG]
[DEFAULT_RELSIZE:200]
[BP:LLUNG:left lung:STP][CONTYPE:UPPERBODY][BREATHE][INTERNAL][SMALL][LEFT][CATEGORY:LUNG]
[DEFAULT_RELSIZE:200]

[BODY:GUTS]
[BP:GUTS:guts:guts][CONTYPE:LOWERBODY][GUTS][INTERNAL][SMALL][CATEGORY:GUTS]
[DEFAULT_RELSIZE:600]
[UNDER_PRESSURE]

[BODY:GIZZARD]
[BP:GIZZARD:stomach:STP][CONTYPE:LOWERBODY][INTERNAL][SMALL][CATEGORY:stomach]
[DEFAULT_RELSIZE:200]

[BODY:BRAIN]
[BP:BRAIN:brain:STP][CONTYPE:HEAD][THOUGHT][INTERNAL][SMALL][CATEGORY:BRAIN]
[DEFAULT_RELSIZE:200]

[BODY:SKULL]
[BP:SKULL:skull:STP]
[CONTYPE:HEAD]
[INTERNAL][SMALL]
[CATEGORY:SKULL]
[DEFAULT_RELSIZE:200]
This lets you make a totem out of the part.  The relationship between the skull and the brain is established within body detail plans or the creature itself.
[TOTEMABLE]
[PREVENTS_PARENT_COLLAPSE]
[CONNECTOR]

[BODY:2HORNS]
[BP:RHORN:right horn:STP][CONTYPE:HEAD][SMALL][RIGHT][SKELETON][CATEGORY:HORN]
[DEFAULT_RELSIZE:100]
[BP:LHORN:left horn:STP][CONTYPE:HEAD][SMALL][LEFT][SKELETON][CATEGORY:HORN]
[DEFAULT_RELSIZE:100]

[BODY:1EYE]
[BP:EYE:eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][CATEGORY:EYE]
[DEFAULT_RELSIZE:10]

[BODY:4TOES]
[BP:TOE1:first toe:STP][CONTYPE:STANCE][DIGIT][SMALL][CATEGORY:TOE]
[DEFAULT_RELSIZE:6]
[BP:TOE2:second toe:STP][CONTYPE:STANCE][DIGIT][SMALL][CATEGORY:TOE]
[DEFAULT_RELSIZE:5]
[BP:TOE3:third toe:STP][CONTYPE:STANCE][DIGIT][SMALL][CATEGORY:TOE]
[DEFAULT_RELSIZE:5]
[BP:TOE4:fourth toe:STP][CONTYPE:STANCE][DIGIT][SMALL][CATEGORY:TOE]
[DEFAULT_RELSIZE:5]

[BODY:RIBCAGE]
The number lets you stack identical body parts.  These can be individually damaged by wounds, but you don't have to define them explicitly one by one.  If you don't give them individual names (see teeth) they'll be preceded by ordinal numbers (first, second, etc).
[BP:L_TRUE_RIB:left true rib:STP][CONTYPE:UPPERBODY][CATEGORY:RIB_TRUE][NUMBER:7][SMALL][INTERNAL]
[DEFAULT_RELSIZE:30]
[BP:R_TRUE_RIB:right true rib:STP][CONTYPE:UPPERBODY][CATEGORY:RIB_TRUE][NUMBER:7][SMALL][INTERNAL]
[DEFAULT_RELSIZE:30]
[BP:L_FALSE_RIB:left false rib:STP][CONTYPE:UPPERBODY][CATEGORY:RIB_FALSE][NUMBER:3][SMALL][INTERNAL]
[DEFAULT_RELSIZE:30]
[BP:R_FALSE_RIB:right false rib:STP][CONTYPE:UPPERBODY][CATEGORY:RIB_FALSE][NUMBER:3][SMALL][INTERNAL]
[DEFAULT_RELSIZE:30]
[BP:L_FLOATING_RIB:left floating rib:STP][CONTYPE:UPPERBODY][CATEGORY:RIB_FLOATING][NUMBER:2][SMALL][INTERNAL]
[DEFAULT_RELSIZE:20]
[BP:R_FLOATING_RIB:right floating rib:STP][CONTYPE:UPPERBODY][CATEGORY:RIB_FLOATING][NUMBER:2][SMALL][INTERNAL]
[DEFAULT_RELSIZE:20]
Here is an errorlog
Code: [Select]
ONE:Unrecognized Creature Token: CREATURE_TILE'b'
ONE:Unrecognized Creature Caste Body Token: BASIC_BODY
ONE:Unrecognized Creature Caste Body Token: BASIC_HEAD
ONE:Unrecognized Creature Caste Body Token: BIPED_LEGS
ONE:Unrecognized Creature Caste Body Token: BEAK
ONE:Unrecognized Creature Caste Body Token: 3EYES
ONE:Unrecognized Creature Caste Body Token: TAIL
ONE:Body detail plan not found:STANDARD_POSITIONS
ONE:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added
ONE Color Mod Ending With (BLUE,1) Was Not Used
Logged

Roses

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4282 on: January 23, 2020, 01:46:30 pm »

DF isn't recognising any body tokens:
Here is an example creature
---

It looks like your body file is missing the [OBJECT:BODY] so DF isn't reading that file
Logged

Logariter

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4283 on: January 23, 2020, 01:58:29 pm »

Thanks!
Logged

Emperor Sheev

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4284 on: January 26, 2020, 05:20:38 pm »

Are friendly cave civs possible?
Logged

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4285 on: January 27, 2020, 04:36:52 pm »

Are friendly cave civs possible?
The Dark Dwarves in current release of OldGenesis mod, they're pretty friendly, never any trouble with them. They're relatively common too.
Logged
==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

Emperor Sheev

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4286 on: January 27, 2020, 04:44:45 pm »

Are friendly cave civs possible?
The Dark Dwarves in current release of OldGenesis mod, they're pretty friendly, never any trouble with them. They're relatively common too.
Thanks, I'll take a look at the raws later.
Logged

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4287 on: January 27, 2020, 05:35:18 pm »

Are friendly cave civs possible?
The Dark Dwarves in current release of OldGenesis mod, they're pretty friendly, never any trouble with them. They're relatively common too.
Thanks, I'll take a look at the raws later.
"Friendly" is still mainly defined by the Baby-snatcher and Item-Thief tags. If a cave civ has neither they'll be friendly and trade with regular dwarf, elf and human civs (assuming they have speech and trade capabilities). Likewise if dwarves and elves have "Item-Thief" they'll trade with each other and not humans.

Wars might start between "friendly" civs anyhow though as that's mainly based on ethics.
Logged

Ladygolem

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4288 on: January 29, 2020, 12:36:56 am »

Is there someway to see a concise list of changes made to creature tokens over the years? I'd like to update some old mods (circa 2014) but wouldn't really know where to start. Anything I should look out for?

FantasticDorf

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4289 on: January 29, 2020, 05:28:55 am »

New version is out with some interesting new things to play with regarding entity and creature raws.

Most intelligent creatures base-game can pet animals as a greeting now (which will probably help mods like Meph's zombie recognition) via interaction and interactions with varied purposes like psuedo magic.

Interestingly there's a change quality interaction from blessings and directly affecting regions with curses accompanying.
Logged
Pages: 1 ... 284 285 [286] 287 288 ... 372