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Author Topic: Modding in Kobolds  (Read 1347 times)

Koji

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Modding in Kobolds
« on: October 22, 2007, 01:49:00 am »

I keep trying to make kobolds playable (for an extra challenge, since they're smaller, etc.) and my game keeps crashing on world generation. Here are my entity_default and creature_standard entries for kobolds:

code:

       [ENTITY:SKULKING]
   [CIV_CONTROLLABLE]
   [INDIV_CONTROLLABLE]
   [MOUNTAIN_SETTLEMENTS]
   [CREATURE:KOBOLD]
   [TRANSLATION:GOBLIN]
   [WEAPON:ITEM_WEAPON_SWORD_SHORT]
   [WEAPON:ITEM_WEAPON_SPEAR]
   [WEAPON:ITEM_WEAPON_BOW]
      [AMMO:ITEM_AMMO_ARROWS]
   [WEAPON:ITEM_WEAPON_CROSSBOW]
      [AMMO:ITEM_AMMO_BOLTS
   [WEAPON:ITEM_WEAPON_DAGGER_LARGE]
   [ARMOR:ITEM_ARMOR_TUNIC:COMMON]
   [ARMOR:ITEM_ARMOR_LEATHER:COMMON]
   [ARMOR:ITEM_ARMOR_HELMET:COMMON]
   [PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
   [INSTRUMENT:ITEM_INSTRUMENT_DRUM]
   [TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
   [TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
   [TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
   [TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
   [INDOOR_FARMING]
   [CLOTHING]
   [SUBTERRANEAN_CLOTHING]
   [CURRENCY:COPPER:1]
   [CURRENCY:SILVER:5]
   [CURRENCY:GOLD:15]
   [SELECT_SYMBOL:ALL:EVIL]
   [CULL_SYMBOL:ALL:DOMESTIC]
   [CULL_SYMBOL:ALL:FLOWERY]
   [CULL_SYMBOL:ALL:HOLY]
   [CULL_SYMBOL:ALL:PEACE]
   [CULL_SYMBOL:ALL:NEGATOR]
   [CULL_SYMBOL:ALL:GOOD]
   [SELECT_SYMBOL:CIV:NAME_ENTITY_KINGDOM]
   [SELECT_SYMBOL:SITE:NAME_ENTITY_TOWN_FOUNDER]
   [METAL_PREF]
   [STONE_PREF]
   [GEM_PREF]
   [USE_CAVE_ANIMALS]
   [USE_EVIL_ANIMALS]
   [USE_ANIMAL_PRODUCTS]

code:
  [CREATURE:KOBOLD]
   [NAME:kobold:kobolds:kobold]
   [TILE:'k'][COLOR:6:0:0]
   [GLOWTILE:'"'][GLOWCOLOR:6:0:1]
   [LOCKPICKER][FLEEQUICK]
   [GENPOWER:2]
   [BUTCHERABLE_NONSTANDARD]
   [INTELLIGENT][LIKES_FIGHTING][EVIL]
   [BONECARN]
   [CANOPENDOORS]
   [PREFSTRING:mischief] [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:3TOES:MOUTH]
   [SIZE:5]
   [MAXAGE:150:170]
   [ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]
   [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]
   [CHILD:12][BABY:1]
   [FAT:1]
   [EQUIPS]
   [NOCTURNAL]
   [UTTERANCES]
   [BIOME_MOUNTAIN]
   [SPEECH:dwarf.txt]
   [STANDARD_FLESH]
   [HOMEOTHERM:10067]

Can anyone tell me what I did wrong? When it crashes, it does so during AGE OF MYTH: INITIALIZING

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Lightning4

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Re: Modding in Kobolds
« Reply #1 on: October 22, 2007, 02:12:00 am »

Hum. While not likely game crashing, there are some other flaws.
Your kobolds aren't set to use axes and picks. That's a problem if you want to go anywhere in the mountain or have any sort of wood industry.
The [TRANSLATION] tag might not be necessary, if you want to see fortresses and kobolds named as how they are normally, omitting it will make this happen. I doubt this is the issue.


I'm going to venture a guess that the problem is with one of the other races. Other than the issues I mentioned, kobolds should work fine.

[ October 22, 2007: Message edited by: Lightning4 ]

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pushy

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Re: Modding in Kobolds
« Reply #2 on: October 22, 2007, 03:40:00 am »

I'd take a guess that you've not replaced Kobolds with another nuisance civ and the game isn't liking it. Add [NUISANCE] to the dwarves and see how that goes  :)
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Koji

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Re: Modding in Kobolds
« Reply #3 on: October 22, 2007, 04:36:00 am »

quote:
Originally posted by pushy:
<STRONG>I'd take a guess that you've not replaced Kobolds with another nuisance civ and the game isn't liking it. Add [NUISANCE] to the dwarves and see how that goes   :)</STRONG>

That worked perfectly. Thank you.

Also, I noticed that when I made my kobolds, all map spots were marked NO TRADE with them. Confused, I messed around with it until I realized it was because they had no pack animals. Apparently only nuisance and babysnatcher civs can be bothered to leave home without them.

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pushy

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Re: Modding in Kobolds
« Reply #4 on: October 22, 2007, 05:19:00 am »

Yup...took me ages to work that one out. Trading civs need an animal for the merchants to store their goods on - without one, they won't trade.
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Quote from: Tim Edwards, PC Gamer UK
There are three things I know about dwarves:
1. They've got beards. Even the women.
2. They're short. Especially the women.
3. They're Scottish.

Thallone

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Re: Modding in Kobolds
« Reply #5 on: October 22, 2007, 07:40:00 am »

So, I'm trying to figure out why the Elves aren't marked as a nuicance civ in the first place....
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Koji

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Re: Modding in Kobolds
« Reply #6 on: October 23, 2007, 04:30:00 pm »

This is really too fun. Toady thought of EVERYTHING--there's almost nowhere where the game accidentally calls my kobolds dwarves. I even scrolled way far to the right, and the easter egg message said "kobolds" instead.

Their smaller size means they eat less, I think, because they haven't eaten one of the plump helmets I brought (though it could be because they're carnivores and won't eat it unless they have to). They are extremely weak (one got killed by a skeletal duck), but hey, there are always more kobolds.

Edit: Turns out they won't eat it no matter what. Hrmm...

[ October 23, 2007: Message edited by: Koji ]

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Armok

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Re: Modding in Kobolds
« Reply #7 on: October 23, 2007, 05:47:00 pm »

Toady really is a superdwavenly ingenious legendary programmer!  :D
Even the ester egg, you say?

And I really love kobolds, don't know why.  :roll:

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Koji

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Re: Modding in Kobolds
« Reply #8 on: October 23, 2007, 05:59:00 pm »

Playing as kobolds is a million times harder than playing as anything else.

1) They can't wear much in the way of armor. I modded in that they can wear leather armor and helmets, and even then, they're practically defenseless.

2) They can't use shields. Yeesh.

3) They are small and don't have dwarven damage reduction.

4) They can't use any bludgeoning weapons. Skeletal monsters walk all over them.

5) They ONLY eat meat and bones. It's possible to provide a meat-based agriculture, since they can eat bones if they have to, but it's not easy.

6) No dogs or cats--no cheap food/fortress defenders.

It's the most challenging thing I've ever undertaken. I encourage others to try it, particularly if you're a bit bored with how easy DF gets once you know all the tricks.

[ October 23, 2007: Message edited by: Koji ]

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AlanL

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Re: Modding in Kobolds
« Reply #9 on: October 23, 2007, 06:00:00 pm »

Yeah, I found out that problem with them refusing to eat plants. It's the [BONECARN] tag that does it. Get rid of it and you should be fine.
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Lightning4

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Re: Modding in Kobolds
« Reply #10 on: October 23, 2007, 09:53:00 pm »

quote:
Originally posted by Koji:
<STRONG>Playing as kobolds is a million times harder than playing as anything else.

1) They can't wear much in the way of armor. I modded in that they can wear leather armor and helmets, and even then, they're practically defenseless.

2) They can't use shields. Yeesh.

3) They are small and don't have dwarven damage reduction.

4) They can't use any bludgeoning weapons. Skeletal monsters walk all over them.

5) They ONLY eat meat and bones. It's possible to provide a meat-based agriculture, since they can eat bones if they have to, but it's not easy.

6) No dogs or cats--no cheap food/fortress defenders.

It's the most challenging thing I've ever undertaken. I encourage others to try it, particularly if you're a bit bored with how easy DF gets once you know all the tricks.

[ October 23, 2007: Message edited by: Koji ]</STRONG>


All of those can be changed. :P
Though I guess it'd take away from the fun. But you need some benifits to offset the extreme negatives.
Lack of farming is pretty impossible. At least give them that. Otherwise you have to survive from mostly gathering since livestock would be hard to come by.

I give mine a speed bonus, since they're supposed to be agile thieves and stuff. Not as much as elves but quite a bit.

They can use all bludgeoning weapons. Removing the tags just means they cannot make any of them, but you can still set kobolds to be macemen and if you have any lying around from sieges or dead traders they'll pick them up.

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Koji

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Re: Modding in Kobolds
« Reply #11 on: October 25, 2007, 01:46:00 am »

I'm currently playing on a badlands map with about sixty kobolds. I brought two extra llamas with me and my hunters pick up the slack. Being able to eat bones really makes up for the fact that the meat doesn't last.

I want to go to war with the humans, but I don't think I can live without their yearly shipment of meat.

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Mailbox

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Re: Modding in Kobolds
« Reply #12 on: October 25, 2007, 08:27:00 am »

quote:
Originally posted by Lightning4:
<STRONG>Hum. While not likely game crashing, there are some other flaws.
Your kobolds aren't set to use axes and picks. That's a problem if you want to go anywhere in the mountain or have any sort of wood industry.</STRONG>

Actually, you don't have to use axes if you want to cut wood. I know that a civilization I modded into the game used halberds to chop down trees instead.

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Lightning4

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Re: Modding in Kobolds
« Reply #13 on: October 25, 2007, 10:23:00 am »

Well, halberds are axe-type weapons.

So what I should've said is, the race needs to have a weapon that goes off of axe skill :P

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pushy

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Re: Modding in Kobolds
« Reply #14 on: October 26, 2007, 04:00:00 am »

Kobolds are too tiny to use halberds, anyway.
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Quote from: Tim Edwards, PC Gamer UK
There are three things I know about dwarves:
1. They've got beards. Even the women.
2. They're short. Especially the women.
3. They're Scottish.