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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 ... 11 12 [13] 14 15 ... 17

Author Topic: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)  (Read 83580 times)

The Enigmatic L

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Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
« Reply #180 on: October 18, 2013, 02:35:50 pm »

I used this for the first time and I'm super happy now!! I'm playing as an adventurer of a race that has seven heads, six arms,two feet, two flippers, and a tail. It walks on it's feet as well as four of it's arms (figured this out because four arms have the ability to kick) and I imagine it uses its flippers and tails for added balance. It took forever, but I finally managed to get a helmet for each head, a gauntlet for each arm, a chestplate, and some boots. Good lord is it heavy, but I imagine my guy looks like a huge metal freak of nature, hahaha! I wish there was a draw-this thread for this mod. Some of the creatures that come out of this mod are WAY more interesting than a lot of forgotten beasts. One of my first encounters? A gigantic four armed gorilla with gigantic mandibles! Holy shit that would look so freaking sweet!

Thanks for making this mod! It's awesome!!!
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Bihlbo

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Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
« Reply #181 on: October 18, 2013, 05:31:27 pm »

Holy krundles this is awesome! Why aren't people sharing their languages?

What's the best way to do that? 4000 characters is an easy limit to reach if I post the raw text.
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Lord_lemonpie

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Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
« Reply #182 on: October 19, 2013, 05:50:33 am »

Holy krundles this is awesome! Why aren't people sharing their languages?

What's the best way to do that? 4000 characters is an easy limit to reach if I post the raw text.
Probably DF file depot.

Since the creature generator doesn't work for me, can anyone generate 600ish creatures for me? thank you very much!
EDIT: for some reason it works now :D yaay
« Last Edit: October 19, 2013, 10:46:27 am by Lord_lemonpie »
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miauw62

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Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
« Reply #183 on: October 19, 2013, 06:06:46 am »

Pastebin would be a good way to share it.
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Urist Mc Dwarf

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Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
« Reply #184 on: October 19, 2013, 08:29:50 am »

whenever I gen a civ. RandCreatures crashes. Help?

Grey Goo

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Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
« Reply #185 on: October 19, 2013, 06:09:25 pm »

Hm, you not happen to have language mixer instead? Something which instead of randomly generating from source something, mixes two or more sources together to create language. How this is different from randomly generated languages? Any word can have true meaning if mixed from two words meaning same thing. Also if doned right, it may much more eerie than just random syllables. Because they may look familiar and yet one can't really read them...
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ZubatZubatZubat

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Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
« Reply #186 on: October 22, 2013, 10:29:18 pm »

whenever I gen a civ. RandCreatures crashes. Help?

I have the same problem.
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cyberTripping

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Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
« Reply #187 on: December 19, 2013, 06:49:27 pm »

I was wondering how to make random civs controllable? I want to be one of the randomly generated civs in adventure mode, but I don't know how. They are existant in the world I'm attempting this in, for reference.

Edit: Just noticed my acts of wagonurgy necromancy, sorry. I also figured it out after making this post.
« Last Edit: December 19, 2013, 09:33:55 pm by cyberTripping »
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Bihlbo

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Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
« Reply #188 on: June 25, 2014, 04:14:05 pm »

Because I wanted it from others, maybe you will enjoy these language files I made based on real world languages. I haven't used but a dozen or so words, so if you are quite familiar with the base language please don't expect something that holds up to your scrutiny.

Basque: http://pastebin.com/WeYJ8YQ5
Cherokee: http://pastebin.com/UFzkvFxT
Fijian: http://pastebin.com/gBQKB3VN
Helgoland (Frisian): http://pastebin.com/ST9x8zKP
Kiche: http://pastebin.com/cecM5G0C
Korean: http://pastebin.com/aFUvbQPC
Latin: http://pastebin.com/4NGpKcGa
Nahuatl: http://pastebin.com/vqLwn24c
Old Turkic: http://pastebin.com/2TTepPXj
Yi: http://pastebin.com/5BWhUXNf

"Urist" in each:

Basque: gieduzute
Cherokee: aladile
Fijian: yeitodo
Helgoland (Frisian): sellen
Kiche: ye-lel
Korean: jongseomyeoro (the set with the longest words by far)
Latin: cinsomus
Nahuatl: qecatipuin
Old Turkic: tiglizi
Yi: qupp (the set with the shortest words)
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deepfreeze78

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Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
« Reply #189 on: June 25, 2014, 08:28:58 pm »

This is so cool, hope it continues to get updates, and hope that RandCreatures works right now. I'm testing it in just a second.
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Nothing's truly dwarfy until it's been weaponized to kill elves with magma.

Hexatona

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Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
« Reply #190 on: July 16, 2014, 12:49:19 pm »

I've got a question.  I tried making one of the generated civilizations playable in dwarf fortress.  It seemed to have most of the stuff it needed.

However, when I started the fort, and gave the labors, and I had picks...  but nobody's picking up their picks and digging.  I don't know a whole heck of a lot about modding, but it seemed like they could grasp.  In adventure mode, they can equip stuff fine.  Their diggable tool is picks.  Any thoughts?

Oh, i thought I should add in the details.
Entity:
Spoiler (click to show/hide)

and Creature
Spoiler (click to show/hide)
« Last Edit: July 16, 2014, 02:43:58 pm by Hexatona »
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deepfreeze78

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Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
« Reply #191 on: July 16, 2014, 06:31:29 pm »

I don't think that it has anything to grab the picks with. No arms.
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Nothing's truly dwarfy until it's been weaponized to kill elves with magma.

Hexatona

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Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
« Reply #192 on: July 17, 2014, 09:36:27 am »

I don't think that it has anything to grab the picks with. No arms.

No, it definitely has arms.  It says it can equip, is intelligent.  I'm in adventure mode right now.  upper lower body, head, two arms, two legs, tail.  Holdin sword.
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Knight Otu

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Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
« Reply #193 on: July 17, 2014, 09:53:07 am »

They are too small to equip picks (and probably other weapons). They are roughly size 15000, while picks have a minimum size of 42500. You can go into the item_weapons.txt file to reduce the MINIMUM_SIZE number of any weapons you want them to use to around 10000 or 7500 if you don't want to create tanda versions of weapons. Then it should work.
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Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

Swonnrr

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Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
« Reply #194 on: July 17, 2014, 10:06:11 am »

whenever I gen a civ. RandCreatures crashes. Help?

I have the same problem.

Same thing.
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