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What would you like me to do after this next round of bugfixing on RandCreatures?

Extract even MORE data - I want to customize what I get.
- 50 (24.3%)
Megabeasts and semimegabeasts need more work.
- 15 (7.3%)
Why no vermin? I want to annoy the heck out of myself.
- 10 (4.9%)
Nothing swims underwater?! How could you? I want aquatic life.
- 60 (29.1%)
Let's have (rare) random creatures that breathe fire and/or poison you to death.
- 34 (16.5%)
Forget RandCreatures; work on LangCreate.
- 17 (8.3%)
Zombie's Toothbrush.
- 6 (2.9%)
Make birds more birdlike.
- 12 (5.8%)
I want something else, but I'll suggest it in-thread.
- 2 (1%)

Total Members Voted: 205


Pages: 1 ... 5 6 [7] 8 9 ... 17

Author Topic: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)  (Read 83644 times)

Reudh

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Re: Creature, Civ, and Language Generator (now with a new poll)
« Reply #90 on: January 09, 2013, 10:31:05 am »

More weighted toward entities, especially trade partners.

Talvieno

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Re: Creature, Civ, and Language Generator (now with a new poll)
« Reply #91 on: January 09, 2013, 10:54:20 am »

edit: wrong place to post somehow. Thought this was the spearbreakers thread... I have no idea how. >.> Probably weird sign-in issues. whoops.

I'll get to work on that, Reudh.
    Anybody else have any ideas? :P
« Last Edit: January 09, 2013, 10:57:40 am by Talvieno »
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Talvieno

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Re: Creature, Civ, and Language Generator (now with a new poll)
« Reply #92 on: January 11, 2013, 10:18:27 am »

A brief update. Bugfixes are well underway, with most of the problems fixed. The suffocating creature bug was unusually difficult to pin down, but I finally found it. Also, civs will siege and trade like they were supposed to. Civs will generate with unique languages (after running 100+ tests, I can say with confidence that the language generation is just about guaranteed not to crash the gen), and there are a few other minor tweaks. I think I'm just about ready for a quick release, and then to start working on megabeasts and semimegabeasts, which I'm going to tie in with syndromes/poisons/special attacks, etc... as well as extracting more data, it seems. The poll is just about tied three ways.

One question, though. Does anybody have any ideas on why this would happen?

I'm not sure if it's something I've done, but if it is, I figure it might have something to do with languages...
« Last Edit: January 11, 2013, 10:20:55 am by Talvieno »
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Reudh

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Re: Creature, Civ, and Language Generator (now with a new poll)
« Reply #93 on: January 11, 2013, 10:37:56 am »

Ooh, I don't know why it would lose a name. You might've accidentally provided an empty translation for those two words.

Talvieno

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Re: Creature, Civ, and Language Generator (now with a new poll)
« Reply #94 on: January 11, 2013, 10:50:10 am »

Nope, not the case. I just checked. All words are filled out, and none are missing. Good call, though - that's what I thought, too.
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Splint

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Re: Creature, Civ, and Language Generator (now with a new poll)
« Reply #95 on: January 11, 2013, 10:53:53 am »

Sometimes languages don't translate well in DF's formatting. An example of this is English in couple of mods. Their names don't always show up fully (such as a citizen named Pinedaub being shown only as Pine or Showclasps coming up as just Show)

MDFification

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Re: Creature, Civ, and Language Generator (now with a new poll)
« Reply #96 on: January 11, 2013, 11:14:28 am »

Can't wait to try this out! Let's see some real bestial civs...

EDIT: I notice that regardless of what you do in the world gen, legends mode will show the newly generated civs as unknown. Strange.
« Last Edit: January 11, 2013, 11:24:03 am by MDFification »
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Glanzor

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Re: Creature, Civ, and Language Generator (now with a new poll)
« Reply #97 on: January 11, 2013, 11:31:25 am »

One question, though. Does anybody have any ideas on why this would happen?

I'm not sure if it's something I've done, but if it is, I figure it might have something to do with languages...
Ooh, I know this one. That happens when an entity has the same symbol as [SELECT_SYMBOL] and [CULL_SYMBOL]
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Talvieno

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Re: Creature, Civ, and Language Generator (now with a new poll)
« Reply #98 on: January 11, 2013, 12:44:39 pm »

Can't wait to try this out! Let's see some real bestial civs...

EDIT: I notice that regardless of what you do in the world gen, legends mode will show the newly generated civs as unknown. Strange.
Hrm... that really is strange, but I think I might know what's causing it. I'll have to test it out.

Edit: I'm not getting this issue... Are you using any other mods alongside it? And has anyone else noticed this?


One question, though. Does anybody have any ideas on why this would happen?

I'm not sure if it's something I've done, but if it is, I figure it might have something to do with languages...
Ooh, I know this one. That happens when an entity has the same symbol as [SELECT_SYMBOL] and [CULL_SYMBOL]
...I am almost positive that you're correct, come to think of it. Oh well, at least it won't be hard to fix. You win an Internets. +1
« Last Edit: January 11, 2013, 12:47:39 pm by Talvieno »
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Talvieno

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Re: Creature, Civ, and Language Generator (now with a new poll)
« Reply #99 on: January 11, 2013, 01:59:59 pm »

It took a lot of digging in legends mode, but I finally discovered this entry:
    "In the midsummer of 114, Rodemad, "" occurred.
     In the midsummer of 114, The Tangle of Rancor attacked The Exalted Devil in The Forest of Wealths. The cyclalmar Mofi Graspedbuster led the attack, and the defenders were led by the mongoose monster Cetha Luridphlegms the Putrid Crypts."

    Upon looking at the raws for cyclalmars, you were right. I found this:
"   [CULL_SYMBOL:ALL:VIOLENT]"
    I thought I'd been careful to keep that from happening, but there was one symbol I'd forgotten, and that was it. Again, you have my thanks - the problem is fixed.


Also...

Code: [Select]
[CREATURE:CREATURE_1XXTERRCK_RC]
[NAME:whivogron:whivogrons:whivogron]
[DESCRIPTION:A gigantic, crimson predator with a long prehensile tail and no eyes. It likes to kill passing creatures and patrols its territory by itself.]
[COLOR:4:0:0]
[CASTE_NAME:whivogron:whivogrons:whivogron]
[CREATURE_TILE:'W']
[PREFSTRING:skulls]
[NATURAL][LARGE_ROAMING]
[PETVALUE:490]
[PET_EXOTIC]
[MOUNT_EXOTIC]
[MEGABEAST][DIFFICULTY:15] 11 Or higher does Not Get assigned As adv mode quests
[ATTACK_TRIGGER:80:10000:100000]
[FANCIFUL][LARGE_PREDATOR][LIKES_FIGHTING][NOFEAR][NOEXERT]
[FREQUENCY:5]
[GRASSTRAMPLE:50]
[PETVALUE:10000]
[PET_EXOTIC][TRAINABLE][MOUNT_EXOTIC]
[SPHERE:OATHS]
[SPHERE:DARKNESS]
[LAIR:SIMPLE_BURROW:100]
[MENT_ATT_RANGE:WILLPOWER:3000:3500:3750:4000:4250:4500:5000]
[HABIT_NUM:TEST_ALL]
[HABIT:COLLECT_WEALTH:100]
[NATURAL_SKILL:BITE:6]
[NATURAL_SKILL:GRASP_STRIKE:6]
[NATURAL_SKILL:RANGED_COMBAT:6]
[NATURAL_SKILL:MELEE_COMBAT:6]
[NATURAL_SKILL:DODGING:6]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]
[BONECARN]
[LARGE_PREDATOR]
[LIKES_FIGHTING]
[MEANDERER]
[NOT_LIVING]
[POPULATION_NUMBER:8:16]
[CLUSTER_NUMBER:1:5]
[BIOME:NOT_FREEZING]
[BIOME:ANY_TEMPERATE]
[BIOME:ANY_GRASSLAND]
[BIOME:ANY_TROPICAL_FOREST]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:SAVANNA_TROPICAL]
[BENIGN]
[BODY:HUMANOID_FLIER:MOUTH:2EARS:THROAT:BRAIN:SKULL:TAIL:5FINGERS:SPINE:RIBCAGE:GUTS:NOSE:BASIC_HEAD:HEART]
[EXTRAVISION]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[TISSUE:BLOOD]
[TISSUE_NAME:mucus:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:BLOOD]
[TISSUE_MAT_STATE:LIQUID]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:BLOOD]
[BODYGLOSS:PAW]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[SPEED:900]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:53623]
[BODY_SIZE:1:0:1930433]
[BODY_SIZE:8:0:23165192]
[MAXAGE:51:87]
[CHILD:3]
[ALL_ACTIVE]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[HOMEOTHERM:10035]
[SWIMS_INNATE][SWIM_SPEED:749]
[BODY_DETAIL_PLAN:EGG_MATERIALS]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:58985.3]
[CLUTCH_SIZE:1:4]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:BLOOD]
[TL_COLOR_MODIFIER:CRIMSON:1]
[TLCM_NOUN:mucus:SINGULAR]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:4]



I got ahead of myself and started on it anyway. Still buggy, but I'm getting there. Next come interactions/syndromes.
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Mudcrab

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Re: Creature, Civ, and Language Generator (now with a new poll)
« Reply #100 on: January 17, 2013, 03:26:30 am »

Nice one man once megabeasts and syndromes are in this will be eppiiiccc! Its already epic, however

Vorthon

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Re: Creature, Civ, and Language Generator (now with a new poll)
« Reply #101 on: January 17, 2013, 07:47:52 pm »

Considering doing an LP of DF, replacing all non-vermin with creatures generated by this program. Just thought I'd let you know.
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Talvieno

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Re: Creature, Civ, and Language Generator (now with a new poll)
« Reply #102 on: January 17, 2013, 08:46:32 pm »

Hold up on that til I get the next version out, if you want megabeasts/semimegabeasts. I'll try to get the obvious bugs fixed by tomorrow - I've been sick for a lot of the past week, so work kind of slowed down. You can't actually "replace" creatures, though... at least, I wouldn't advise that you do. In any case, I'm glad you'd consider it, and I'll look forwards to watching your LP if you choose to make it. I might officially support it, too, but due to internet issues, I can't promise anything. :\
« Last Edit: January 18, 2013, 11:29:56 am by Talvieno »
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Talvieno

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RandCreatures 0.2.0 (updated)
« Reply #103 on: January 18, 2013, 10:00:38 am »

Version 0.2.0 of RandCreatures is ready, filled with megabeasts and semi-megabeasts to feast on you. Also, civs are fixed for Fortress mode.

If you have a previous version installed, delete it before you add the new one. This includes:
  • the bin folder
  • dfrandcreatures.kpl
  • entitydat.txt
  • entity_random_cf.txt
  • creature_random_cf.txt
Pretty sure that's everything, but I may be wrong.


Here's the change list:
Spoiler (click to show/hide)

Enjoy, and let me know what you think. As always, bug reports are more than welcome. Editing the poll now.


Finally, I'd like to formally thank Meph for including RandCreatures in his Masterwork mod.
« Last Edit: January 18, 2013, 11:28:45 am by Talvieno »
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Vodrilus

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Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
« Reply #104 on: January 18, 2013, 11:58:06 am »

Finally, I'd like to formally thank Meph for including RandCreatures in his Masterwork mod.
Conga Rats! (Yes, it's a pun.)
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Going backwards in reversed time (just like everybody else).
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