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Author Topic: Skeletons & other undead questions  (Read 1308 times)

Meph

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Skeletons & other undead questions
« on: December 17, 2013, 11:25:48 am »

Just wanted to check if anyone has a nice, humanoid skeleton file flying around that I could use. (or knows a mod that has one)  :)
« Last Edit: December 17, 2013, 03:53:53 pm by Meph »
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IndigoFenix

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Re: Skeleton Creature File
« Reply #1 on: December 17, 2013, 12:54:36 pm »

It's nothing special, but I do have this body file:

Code: [Select]
[BODY:HUMANOID_SKELETON]
[BP:UB:upper spine:upper spines][UPPERBODY][CATEGORY:BODY_UPPER][SKELETON]
[DEFAULT_RELSIZE:150]
[BP:LB:lower spine:lower spines][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER][SKELETON]
[DEFAULT_RELSIZE:150]
[BP:HD:skull:STP][CON:UB][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[TOTEMABLE]
[BP:RUA:right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA:left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RUL:right upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:LUL:left upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RLL:right lower leg:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:LLL:left lower leg:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:RF:right foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
[BP:LF:left foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
[BP:L_TRUE_RIB:left true rib:STP][CONTYPE:UPPERBODY][CATEGORY:RIB_TRUE][NUMBER:7][SMALL]
[DEFAULT_RELSIZE:30]
[BP:R_TRUE_RIB:right true rib:STP][CONTYPE:UPPERBODY][CATEGORY:RIB_TRUE][NUMBER:7][SMALL]
[DEFAULT_RELSIZE:30]
[BP:L_FALSE_RIB:left false rib:STP][CONTYPE:UPPERBODY][CATEGORY:RIB_FALSE][NUMBER:3][SMALL]
[DEFAULT_RELSIZE:30]
[BP:R_FALSE_RIB:right false rib:STP][CONTYPE:UPPERBODY][CATEGORY:RIB_FALSE][NUMBER:3][SMALL]
[DEFAULT_RELSIZE:30]
[BP:L_FLOATING_RIB:left floating rib:STP][CONTYPE:UPPERBODY][CATEGORY:RIB_FLOATING][NUMBER:2][SMALL]
[DEFAULT_RELSIZE:20]
[BP:R_FLOATING_RIB:right floating rib:STP][CONTYPE:UPPERBODY][CATEGORY:RIB_FLOATING][NUMBER:2][SMALL]
[DEFAULT_RELSIZE:20]

And the caste (assuming you're using it as a caste, like I did?  Check for errors, because I just changed it from a humanoid turtle skeleton into a human skeleton and I wasn't really paying attention.)

Code: [Select]
[CASTE:SKELETON]
[CASTE_NAME:skeleton:skeletons:skeleton]
[CASTE_COLOR:7:0:1]
[BODY:HUMANOID_SKELETON:NECK:HUMANOID_JOINTS:5FINGERS:5TOES:MOUTH:GENERIC_TEETH]
[NOT_LIVING][EXTRAVISION][NOEXERT][NOPAIN][NOBREATHE][NONAUSEA][NOSTUN]
[NO_DIZZINESS][NO_FEVERS][NOEMOTION][PARALYZEIMMUNE][NOFEAR][NO_EAT][NO_DRINK][NO_SLEEP]
[NOTHOUGHT][NO_THOUGHT_CENTER_FOR_MOVEMENT][NO_CONNECTIONS_FOR_MOVEMENT]
[USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE]
[USE_TISSUE_TEMPLATE:BONE:BONE_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:ALL:BONE]
[BODY_SIZE:0:0:4000]
[BODY_SIZE:1:168:17500]
[BODY_SIZE:12:0:70000]
[SPEED:3000]
[EQUIPS]
[APPLY_CREATURE_VARIATION:PUNCH_ATTACK]
[APPLY_CREATURE_VARIATION:KICK_ATTACK]
[APPLY_CREATURE_VARIATION:TOOTH_BITE_ATTACK]

Meph

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Re: Skeleton Creature File
« Reply #2 on: December 17, 2013, 01:15:50 pm »

Nice, thank you. Do you know how easy/hard they are to kill?

I guess these are custom ones? Because I dont have those. ^^
Code: [Select]
[APPLY_CREATURE_VARIATION:PUNCH_ATTACK]
[APPLY_CREATURE_VARIATION:KICK_ATTACK]
[APPLY_CREATURE_VARIATION:TOOTH_BITE_ATTACK]
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Deon

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Re: Skeleton Creature File
« Reply #3 on: December 17, 2013, 02:12:23 pm »

Of course they are custom ones, what do you mean?
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IndigoFenix

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Re: Skeleton Creature File
« Reply #4 on: December 17, 2013, 02:20:26 pm »

Nice, thank you. Do you know how easy/hard they are to kill?

I guess these are custom ones? Because I dont have those. ^^
Code: [Select]
[APPLY_CREATURE_VARIATION:PUNCH_ATTACK]
[APPLY_CREATURE_VARIATION:KICK_ATTACK]
[APPLY_CREATURE_VARIATION:TOOTH_BITE_ATTACK]

Seriously?  Are you using the latest version of DF as a base?  Because I'm pretty sure they're already in it.

Anyway, how hard to kill they are depends on what you're equipped with.  Basically immortal unless decapitated or bisected, but most decent weapons will knock off their heads, and they're too slow to be very effective offensively.  They are meant to be converted from a regular citizen.  After conversion, they can no longer be assigned labors but they will continue to do whatever jobs they were assigned to do before the conversion, and don't need to eat, drink, or sleep, and most wild animals can't hurt them.  They're more like slow automaton menial labor skeletons than warrior skeletons.

Meph

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Re: Skeleton Creature File
« Reply #5 on: December 17, 2013, 03:00:16 pm »

Oh, thats perfect, because worker-skeletons is exactly what I was going for. And excuse my brainfart, I do have the creature_variations. Been a while since I looked into that file.

Quote
After conversion, they can no longer be assigned labors but they will continue to do whatever jobs they were assigned to do before the conversion
But why? If the skeleton is a caste of the main-civ creature, you should be able to assign labors like before. Or is it because of the missing INTELLIGENT ?

Oh man, writing an opposed to life race, with some eating, sleeping and drinking emotional members, and others that are actually undead will be quite a mix. :)

EDIT: lol, opposed to life civ members count as hostile and "your settlement has crumbled" is what I get instantly, as soon as I embark.

EDIT2: Mh... even if my NOT_LIVING civ members embark (which are fine), they are attacked by OPPOSED_TO_LIFE civ-members. Which is odd, since vampires are usually fine with undeads, but my warlocks are not. The skeleton workers attack the warlock caste. Does anyone know what exactly makes undeads and vampires friendlies?

I also embarked on a necromancers tower, and the liches/necromancers were friendly (which is good), but the OPPOSED_TO_LIFE corpses attacked me anyway. -.-

In short: Does anyone know if there is a way to play a race that exists in peace with the undead?
« Last Edit: December 17, 2013, 03:53:13 pm by Meph »
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Deon

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Re: Skeleton Creature File
« Reply #6 on: December 17, 2013, 03:53:06 pm »

That sucks... You can still make them not-living and undead herders.
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Meph

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Re: Skeletons & other undead questions
« Reply #7 on: December 17, 2013, 03:54:38 pm »

See second edit:
Quote
EDIT2: Mh... even if my NOT_LIVING civ members embark (which are fine), they are attacked by OPPOSED_TO_LIFE civ-members. Which is odd, since vampires are usually fine with undeads, but my warlocks are not. The skeleton workers attack the warlock caste. Does anyone know what exactly makes undeads and vampires friendlies?

I also embarked on a necromancers tower, and the liches/necromancers were friendly (which is good), but the OPPOSED_TO_LIFE corpses attacked me anyway. -.-

In short: Does anyone know if there is a way to play a race that exists in peace with the undead?

I cant get undeads to be friendly...
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Deon

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Re: Skeletons & other undead questions
« Reply #8 on: December 17, 2013, 04:14:47 pm »

It may be hardcoded. Have you tried [CE_REMOVE_TAG:HAS_BLOOD] and adding NO_AGING and STERILE?
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Meph

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Re: Skeletons & other undead questions
« Reply #9 on: December 17, 2013, 04:21:02 pm »

I want Warlocks/Witches to be normal, living creatures that age and have kids. I did try to embark with all skeletons, but "the settlement crumbles" instantly.

I will do more science, before I spam around all day here. ^^
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MDFification

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Re: Skeletons & other undead questions
« Reply #10 on: December 17, 2013, 07:15:53 pm »

I want Warlocks/Witches to be normal, living creatures that age and have kids. I did try to embark with all skeletons, but "the settlement crumbles" instantly.

I will do more science, before I spam around all day here. ^^

You could just not tag them [OPPOSED_TO_LIFE] and leave them with just [NOT_LIVING].
This is less of a modding solution than a lore solution. I'm fairly sure that this will mean undead invaders won't attack your undead servants until you attack them as hostile, but you'll end up with an undead civ that won't self destruct and can trade with living foreigners (who are ok with you desecrating corpses, spitting in the face of the gods and in general being a fantasy bad guy of course).
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Meph

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Re: Skeletons & other undead questions
« Reply #11 on: December 18, 2013, 03:11:58 am »

I am not sure if that works. I sometimes get "friendly", sometimes I see "undead" on the unit screen. Havent yet figured out what exactly it is... but one way or the other, the damn peasants are scared by the undead, even if they have NOFEAR. -.-
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4maskwolf

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Re: Skeletons & other undead questions
« Reply #12 on: December 18, 2013, 09:10:42 am »

Give the peasants [LIKES_FIGHTING]?

This is one of those fringe cases where it is difficult to determine outright if it is even possible.  My hunch would be no, because the programming likely looks at all non-living creatures as hostiles.

Meph

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Re: Skeletons & other undead questions
« Reply #13 on: December 18, 2013, 09:53:53 am »

Yeah, it will be tricky. I am already thinking of giving all civ-members the ability to remove OPPOSED_TO_LIFE from all creatures around them, and you got NOT_LIVING undead only. But I think the game AI still counts them as hostile.   :-\

If that doesnt work maybe all civ members can transform all undeads into skeleton civ-members. Maybe that helps.
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IndigoFenix

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Re: Skeletons & other undead questions
« Reply #14 on: December 18, 2013, 11:36:07 am »

Maybe try BENIGN?  Not sure if that would make any difference, but it does influence the behavior of neutral animals and the way your citizens react to them.  Maybe it would do something here?
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