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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 ... 12 13 [14] 15 16 17

Author Topic: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)  (Read 84299 times)

Hexatona

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Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
« Reply #195 on: July 17, 2014, 10:31:07 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.

Awesome!  Yeah, I never would have figured that out.  *dashingly bows and twirls feathery hat*  I salute you, kind sir, for your modding knowledge.

Kinda hilarious that their size is so small, but their description says they crush the ground beneath them!
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deepfreeze78

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Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
« Reply #196 on: July 17, 2014, 11:35:55 am »

Oh I guess that's what humanoid joints is. I thought that just affected what was already there by placing the right joints. My bad.
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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 #197 on: July 18, 2014, 12:20:25 pm »

The Tanda Fortress went surprisingly well, and added some nice difficulty.  I wanted to do the bare minimum to make them civ_playable, so I added the controllable tag, and increased their adult size to 80000 so they could use weapons, although it looks like it takes a while to become an adult.

For one, they have no trade of wood at all, indoor or outdoor.  Only outdoor farming.  They cannot make several key crafts, like nest boxes, or rock pots on their own.  If you want pots, you'll have to make them from clay.  Additionally, the only woodcutting weapon they have access to is a training axe - so, make that one of the things you make when you destroy the wagon.

They don't seem to need to drink alcohol.  BUT, they have zero nobles.  No broker, bookkeeper, manager...  These poor simple folk.

Sadly, lost the lot to necromancers in my second year, shortly after a wedding reception.
« Last Edit: July 18, 2014, 12:24:50 pm by Hexatona »
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heydude6

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Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
« Reply #198 on: July 27, 2014, 02:11:31 pm »

so i just tried this mod and it generated this hilarious civilization

they are called the macempan and after looking at their raws i found something hilarious.

Okay so their ethics are this
                                      [ETHIC:EAT_SAPIENT_KILL:ONLY_IF_SANCTIONED]
                                      [ETHIC:EAT_SAPIENT_OTHER:PUNISH_SERIOUS]
                                      [ETHIC:KILL_ANIMAL:PUNISH_EXILE]
                                      [ETHIC:KILL_ENEMY:MISGUIDED]
                                      [ETHIC:KILL_PLANT:PUNISH_CAPITAL]

So basically what this means is that they are not allowed to farm because of [ETHIC:KILL_PLANT:PUNISH_CAPITAL], They aren't allowed to hunt because
of [ETHIC:KILL_ANIMAL:PUNISH_EXILE], What i see is that the only way they will be able to get any food is if they invade other civilizations and eat the former inhabitants.

Should i report this as a bug?

i haven't tested them in worldgen yet though so maybe i'll see how they turn out

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Lets use the ancient naval art of training war parrots. No one will realize they have been boarded by space war parrots until it is to late!
You can fake being able to run on water. You can't fake looking cool when you break your foot on a door and hit your head on the floor.

Awessum Possum

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Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
« Reply #199 on: July 27, 2014, 10:05:05 pm »

So is RandCreatures compatible with 40.XX?

EDIT:Nope, looks like it isn't. If I have both Creatures_Random and Entity_Random it will crash at the end of placing civilizations. If I remove the entity file it will go a few years most times before crashing again.
« Last Edit: July 28, 2014, 05:52:57 pm by Awessum Possum »
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because everyone here is OCD and ADHD, and then complain when their dwarfs act similarly in game.
@I used to be an axelord like you, until I took a (+bronze bolt+) to the upper leg, chipping the bone through the *copper leggings*!@

Argantyr

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Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
« Reply #200 on: July 29, 2014, 11:50:38 am »

Alright, revisiting this - going to attempt to gen a load of civs and manually integrate the results with the newest version. I will edit/post if I am successful.
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Talvieno

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Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
« Reply #201 on: August 01, 2014, 10:42:15 pm »

Heyaa. No, RandCreatures shouldn't work for 40.xx. I'm not going to rewrite them in the same language, though - I'm thinking Java might be a better idea. I'd be able to write it up to work well not just on PC, but Mac and Linux as well. But I do plan to update. :) Sorry I disappeared from the thread for a bit - I didn't realize people were still posting here. If I ever disappear from here for a while, feel totally free to PM me, and I'll likely show back up. :P

Edit: Wow, it's been a long time since I stopped in here. I feel bad now.  :-\ I guess as a minor plus in another area, I feel comfortable with the 40.xx raws and I think I can pull off rewriting RandCreatures a bit better than before - with the bugs fixed, too.
« Last Edit: August 01, 2014, 10:44:50 pm by Talvieno »
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Fat Friar

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Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
« Reply #202 on: August 02, 2014, 03:44:18 pm »

Wow, this rules. In addition to DF, I'm going to be using LangCreate to make flavorful, but consistent names for people and places in my D&D campaign.
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Nobles always ask for a nice tomb. See that they make good use of it.

Hexatona

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Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
« Reply #203 on: August 05, 2014, 10:55:38 am »

Yeah Tal, totally do.  I love these utilities.

I made a made up language for dwarves called HERPDERP once.  It was glorious.  I made some others based on icelandic, old norse, the names of the valkyries, and even tried hyrulean.

And the random creatures really add some nice variety to the vanilla experience.  If I'm playing masterwork or 34 vanilla, I always run randcreatures first.
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Talvieno

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Re: LangCreate 1.0 and RandCreatures 0.2.0 (for 34.xx, being updated)
« Reply #204 on: August 13, 2014, 10:47:28 am »

Update on the progress. I'm extracting most of RandCreatures to a sort of  scripting language, based off of Toady's raws. It feels messy and clunky at the moment. My goal is really just to get more of the data out of the core program so people can customize what they get more easily. I'll also (hopefully) be adding fish. :P And potentially creatures that poison you to death (cute and tiny optional).

Here's the megabeast code:
Code: [Select]
[IF:%RND:0:33%:1] 1in 33 chance of adding next stuff
[TAG_ADD:{CANOPENDOORS}{EQUIPS}{INTELLIGENT}] 1 in 33 chance of possible free civ. {these brackets} are converted to the standard raw type as the actual file is compiled.
[CAN_OPEN_DOORS] set value to true, same for next two
[EQUIPS]
[INTELLIGENT]
Megabeasts and semimegabeasts come next. Their stuff is just easier to add earlier on.
[ELSEIF:%RND:1:100%:1] 1 in 100 chance of a semimegabeast, after the 1 in 33 chance of a new civ.
[CAN_CIV:FALSE]
[SEMI]
[TAG_ADD:{SEMIMEGABEAST}{DIFFICULTY:5}]
[TAG_ADD: {ATTACK_TRIGGER:50:5000:50000}]
[TAG_ADD:{CAN_LEARN}{CAN_SPEAK}{CANOPENDOORS}{EQUIPS}{FANCIFUL}]
[TAG_ADD:{BUILDINGDESTROYER:2}]
[INT:L1:%RND:2:6%] defining a new integer. These are messily done. Careful with them.
[FOR:i:1:L1] for i = 1 to L1, or for (i=1;i<L1;i++); for java coders
[TAG_ADD:{SPHERE:%RANDOM_SPHERE%}]adds a random sphere.
[X] end if/end loop tag. empty lines can be used too. Comment lines don't count.
[IF:%RND:1:4%:<>:1]if random number between 1 and 4 is not 1
[TAG_ADD:{LAIR:SIMPLE_BURROW:100}] you're a little nothing.
[ELSE] the else script tag thing. If this is called, then YAUR A MINOTAUR type beast.
[TAG_ADD:{PERSONALITY:BRAVERY:75:90:100]{NATURAL_SKILL:WRESTLING:6}
[TAG_ADD:{NATURAL_SKILL:WRESTLING:6}]
[TAG_ADD:{NATURAL_SKILL:BITE:3}]
[TAG_ADD:{NATURAL_SKILL:GRASP_STRIKE:6}]
[TAG_ADD:{NATURAL_SKILL:STANCE_STRIKE:6}]
[TAG_ADD:{NATURAL_SKILL:MELEE_COMBAT:8}]
[TAG_ADD:{NATURAL_SKILL:DODGING:6}]
[TAG_ADD:{NATURAL_SKILL:AXE:8}]
[TAG_ADD:{NATURAL_SKILL:SWORD:8}]
[TAG_ADD:{NATURAL_SKILL:DAGGER:8}]
[TAG_ADD:{NATURAL_SKILL:PIKE:8}]
[TAG_ADD:{NATURAL_SKILL:MACE:8}]
[TAG_ADD:{NATURAL_SKILL:HAMMER:8}]
[TAG_ADD:{NATURAL_SKILL:WHIP:8}]
[TAG_ADD:{NATURAL_SKILL:SPEAR:8}]
[TAG_ADD:{NATURAL_SKILL:SITUATIONAL_AWARENESS:12}]
[TAG_ADD:{PHYS_ATT_RANGE:STRENGTH:1000:1100:1150:1250:1350:1550:2250}]
[TAG_ADD:{PHYS_ATT_RANGE:TOUGHNESS:1000:1100:1150:1250:1350:1550:2250}]
[TAG_ADD:{PHYS_ATT_RANGE:AGILITY:1000:1100:1150:1250:1350:1550:2250}]
[TAG_ADD:{PHYS_ATT_RANGE:ENDURANCE:1000:1100:1150:1250:1350:1550:2250}]
[TAG_ADD:{PHYS_ATT_RANGE:RECUPERATION:1000:1100:1150:1250:1350:1550:2250}]
[TAG_ADD:{PHYS_ATT_RANGE:DISEASE_RESISTANCE:1000:1100:1150:1250:1350:1550:2250}]
[TAG_ADD:{MENT_ATT_RANGE:FOCUS:1000:1100:1150:1250:1350:1550:2250}]
[TAG_ADD:{MENT_ATT_RANGE:WILLPOWER:1000:1100:1150:1250:1350:1550:2250}]
[TAG_ADD:{MENT_ATT_RANGE:MEMORY:2000:2100:2150:2250:2350:2550:3250}]
[TAG_ADD:{MENT_ATT_RANGE:SPATIAL_SENSE:2000:2100:2150:2250:2350:2550:3250}]
[TAG_ADD:{MENT_ATT_RANGE:KINESTHETIC_SENSE:1000:1100:1150:1250:1350:1550:2250}]
[TAG_ADD:{LAIR:LABYRINTH:100}]
[TAG_ADD:{LAIR_HUNTER}]
[TAG_ADD:{LAIR_HUNTER_SPEECH:lair_hunter_minotaur.txt}]
[TAG_ADD:{HABIT_NUM:TEST_ALL}]
[TAG_ADD:{HABIT:GRIND_BONE_MEAL:100}]
[TAG_ADD:{HABIT:EAT_BONE_PORRIDGE:100}]
[TAG_ADD:{HABIT:USE_ANY_MELEE_WEAPON:100}]this time, using a blank line to end the if/then, just to show how it works:

[ELSEIF:%RND:1:100%:1]1 in 100 megabeast... after civs and semimegabeasts.
greetings. this is your captain sspeaking. You are all screwed. Thank you for choosing Talv Airlines, and I bid you all a good day.
[CAN_CIV:FALSE] just to keep the big ol' brutes from making their own civs.
[IF:%RND:0:3:1]
[TAG_ADD:{MEGABEAST}{DIFFICULTY:15}] 11 or higher doesn't get assigne in adv mode quests.
[ELSE]
[TAG_ADD:{MEGABEAST}{DIFFICULTY:10}]
[X]
[TAG_ADD: {ATTACK_TRIGGER:80:10000:100000}]
[TAG_ADD:{FANCIFUL}{LARGE_PREDATOR}{LIKES_FIGHTING}{NOFEAR}{NOEXERT}]
[TAG_ADD:{FREQUENCY:5}]
[TAG_ADD:{GRASSTRAMPLE:50}]
[TAG_ADD:{PETVALUE:10000}]
[TAG_ADD:{PET_EXOTIC}{TRAINABLE}{MOUNT_EXOTIC}]
[INT:L2:%RND:2:6%]
[FOR:i:1:L2]
[TAG_ADD:{SPHERE:%RANDOM_SPHERE%}] I'll show off by ending this with a blank line:

[IF:%RND:0:1%:1]
[TAG_ADD:{NOSTUN}{NOPAIN}]

[INT:X1:%RND:1:4%]
[IF:X1:1]
[TAG_ADD:{LAIR:WILDERNESS_LOCATION:100}]
[ELSEIF:X1:2]
[TAG_ADD:{LAIR:SHRINE:100}]
[ELSE]
[TAG_ADD:{LAIR:SIMPLE_BURROW:100}]

[X1:%RND:1:4%] setting variables is easy.
First, a dash of dragon.
[IF:X1:1] I'll admit, though, using Toady's raws format is a bit messy with operators.
[TAG_ADD:{MENT_ATT_RANGE:WILLPOWER:3000:3500:3750:4000:4250:4500:5000}]
[TAG_ADD:{HABIT_NUM:TEST_ALL}]
[TAG_ADD:{HABIT:COLLECT_WEALTH:100}]
[TAG_ADD:{NATURAL_SKILL:BITE:6}]
[TAG_ADD:{NATURAL_SKILL:GRASP_STRIKE:6}]
[TAG_ADD:{NATURAL_SKILL:RANGED_COMBAT:6}]
[TAG_ADD:{NATURAL_SKILL:MELEE_COMBAT:6}]
[TAG_ADD:{NATURAL_SKILL:DODGING:6}]
[TAG_ADD:{NATURAL_SKILL:SITUATIONAL_AWARENESS:6}]
[ELSEIF:X1:2]A case of colossus.
don't do anything!
[ELSEIF:X1:3]A hint of hydra.
[TAG_ADD:{LAIR_HUNTER}]
[TAG_ADD:{NATURAL_SKILL:BITE:6}]
[TAG_ADD:{NATURAL_SKILL:GRASP_STRIKE:6}]
[TAG_ADD:{NATURAL_SKILL:MELEE_COMBAT:6}]
[TAG_ADD:{NATURAL_SKILL:DODGING:6}]
[TAG_ADD:{NATURAL_SKILL:SITUATIONAL_AWARENESS:6}]
[ELSE]A ray of roc.
[TAG_ADD:{HABIT_NUM:TEST_ALL}]
[TAG_ADD:{HABIT:GIANT_NEST:100}]
[TAG_ADD:{NATURAL_SKILL:BITE:6}]
[TAG_ADD:{NATURAL_SKILL:STANCE_STRIKE:6}]
[TAG_ADD:{NATURAL_SKILL:MELEE_COMBAT:6}]
[TAG_ADD:{NATURAL_SKILL:DODGING:6}]
[TAG_ADD:{NATURAL_SKILL:SITUATIONAL_AWARENESS:6}]
[X]
[INT:R:%RND:1:4%]
[IF:R:4] cue skyrim theme
[IS_FIRE_BREATHER]
[ADD_TAG:{CAN_DO_INTERACTION:MATERIAL_EMISSION}]
[ADD_TAG: {CDI:ADV_NAME:Breathe fire}]I am a servant of the secret fire
[ADD_TAG: {CDI:USAGE_HINT:ATTACK}]
[ADD_TAG: {CDI:BP_REQUIRED:BY_CATEGORY:MOUTH}]
[ADD_TAG: {CDI:FLOW:DRAGONFIRE}] Wielder of the flame of anor
[ADD_TAG: {CDI:TARGET:C:LINE_OF_SIGHT}]
[ADD_TAG: {CDI:TARGET_RANGE:C:15}]
[ADD_TAG: {CDI:MAX_TARGET_NUMBER:C:1}]
[ADD_TAG: {CDI:WAIT_PERIOD:50}]
[ADD_TAG:{FIREIMMUNE_SUPER}]
[ELSEIF:R:3] It's made of bronze.
[IS_BRONZE]
[ADD_TAG:{NOT_BUTCHERABLE}]
[X]
[X]
Open to suggestions.
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Quote from: Mr Frog
Talvieno ... seems to be able to smash out novella-length tales on demand

peter1

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Re: LangCreate 1.0 and RandCreatures 0.2.0 (for 34.xx, being updated)
« Reply #205 on: August 16, 2014, 12:23:19 pm »

I can't access dffd for some reason, do you have another download link for langcreate?
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Talvieno

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Re: LangCreate 1.0 and RandCreatures 0.2.0 (for 34.xx, being updated)
« Reply #206 on: August 16, 2014, 03:57:34 pm »

This link should hopefully work for you, Peter1. https://www.dropbox.com/s/rbu29oq4gwi8u3p/DFLangCreate.zip
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Quote from: Mr Frog
Talvieno ... seems to be able to smash out novella-length tales on demand

peter1

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Re: LangCreate 1.0 and RandCreatures 0.2.0 (for 34.xx, being updated)
« Reply #207 on: August 17, 2014, 11:49:09 am »

It works, thanks!
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Hexatona

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Re: LangCreate 1.0 and RandCreatures 0.2.0 (for 34.xx, being updated)
« Reply #208 on: August 18, 2014, 05:18:42 pm »

:P And potentially creatures that poison you to death (cute and tiny optional).


domesticated poisonous fluffy wambler-alikes.  This is where this is going.
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Bralbaard

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Re: LangCreate 1.0 and RandCreatures 0.2.0 (for 34.xx, being updated)
« Reply #209 on: August 19, 2014, 01:25:05 pm »

Great to hear that this will be updated. Can't wait.
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