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Author Topic: tissues, organic metaloids, ractions, and body parts.  (Read 6930 times)

Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #75 on: April 02, 2014, 12:03:43 pm »

ok then, I will try that. But what exactly does that responsibility actually do? I mean, they command the military, but they are also the leader of the fortress. (I will do this soon, not on the DF comp right now.)

Also... how can I make them better at building walls? Cause although they definitely can build underground, they are supposed to build aboveground things too. So how do you make it so that when I embark, building aboveground is actually an option?

possibilities:
1) How to make them happier on the surface.
2) how to make them better at masonry.
3) how to make them better at hauling.

And sorry about the flood of questions, the reason is because I recently started the fortress and thus I am rapidly becoming aware of any problems that exist. The only major ones I have noticed thus far is that they seem to have very few noble positions (again, im not quite sure what else I would use. I guess I could provide another for bookkeeper and manager duties, but other then that... Thats only three nobility. Also im adding a militia captain equiv.) that they cant work well on the surface and that their military doesnt seem to work (although I will try what you said once I get that comp.)
Other then that, the fort seems to work perfectly. If you want to hear about whats happened thus far, I am writing it on the community forums 'the epic of the kizaur': http://www.bay12forums.com/smf/index.php?topic=137499.0
oh, and also, I must thank you again. You guys have been alot of help in helpig me get this mod to work.
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Hugo_The_Dwarf

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #76 on: April 02, 2014, 12:58:07 pm »

LAW_MAKING    Found on monarch/landholders. Effect

build speed is based on the creatures speed (not sure what it will be based on in the next DF release) but you can make it easier by making them use blocks to build with (lighter)

1) can modify their personality to make them more cheerful overall, other than that I think liking the outdoors is randomly picked
2) natural skill, skill learn rate
3) More strength, and speed

EDIT:
For a leader I would more or less not let them function with military responsibilities, but I will give them a squad.
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #77 on: April 02, 2014, 01:47:42 pm »

1) Ok, how do I do that, and are you sure there isnt a way to make it so that they dont get upset being outdoors?
2) how do I edit that
3) ok. How do I edit their speed.

And ok about the leaders.
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Hugo_The_Dwarf

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #78 on: April 02, 2014, 02:20:47 pm »

1) [PERSONALITY:<personality item>:min:mid:max] 0:50:100 http://dwarffortresswiki.org/index.php/DF2012:Personality_trait
2) [NATURAL_SKILL:<skill>:starting value (1-15)] 15 being legendary http://dwarffortresswiki.org/index.php/DF2012:Creature_token#S
3) [SPEED:<higher is slower>] can look at it in the above link for 2). or increasing the physical stat AGILITY can find that token on elves in vanilla.
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #79 on: April 02, 2014, 05:22:56 pm »

[PERSONALITY:ACTIVITY_LEVEL:20:75:100]

So would this be right?
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Hugo_The_Dwarf

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #80 on: April 02, 2014, 05:42:38 pm »

yup that's how you'd change a personality trait
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #81 on: April 02, 2014, 05:44:03 pm »

ok, and in the entity or creature file?
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Hugo_The_Dwarf

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #82 on: April 02, 2014, 05:59:03 pm »

Creature.
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #83 on: April 02, 2014, 06:18:30 pm »

ok. Now...
Ok I know we already went over this briefly but I still dont really know how to do castes, also I wanted to know how to use interactions for something... It was like... Damnit, I dont remember. But I needed to now for some reason.
but for now, how do we do castes? Thats what I really need to know.
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BlackFlyme

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #84 on: April 02, 2014, 06:39:07 pm »

You can begin creating a new caste with [CASTE:ID]

The ID can be whatever you want it to be. In vanilla raws it is mostly used to create male and female variants of the creature, and is also used in some insects for drones/warriors/queens/etc.

Castes can vary as wildly as you would like. You just have to make sure that what tokens you want to be exclusive to one caste is only entered below that caste's definition.

You could take a look at the vanilla ant-men for an example of how various castes are set up. There are also other minor variations within creatures, such as deer and sheep, where the body of one caste is different than others.
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #85 on: April 02, 2014, 07:12:35 pm »

let say I want one of the castes to have a different personality or stats, how would I do that? I only see how to change their body.
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #86 on: April 02, 2014, 07:15:57 pm »

Also, what if I want to make it so that only one caste can drain blood with his bite?
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BlackFlyme

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #87 on: April 02, 2014, 07:16:39 pm »

Just put the personality/stat tokens underneath the appropriate caste. You can put most tokens within a caste definition, and it will work for that specific caste.

Same for attacks, put the one attack under the caste that you want to suck blood.

Edit: just be sure to double-check that what you want is under the appropriate caste, as some strange things have happened before when people have forgotten to make sure everything was in its proper place.
« Last Edit: April 02, 2014, 07:18:14 pm by BlackFlyme »
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Talik

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #88 on: April 03, 2014, 02:22:43 pm »

ok. Well, I would appear to be... done.

Oh.

I dont know what to do. I finally finished my mod... And I have no idea what to do.
oh, except masonry I still have to modify that so they can build faster.
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Hugo_The_Dwarf

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Re: tissues, organic metaloids, ractions, and body parts.
« Reply #89 on: April 03, 2014, 02:29:59 pm »

never say never, without extensive testing you can never be sure on what you may have missed, or an idea that will work well.

Like my RTS mod I play test it and go "Oh this caste is actually overpowered" or "Geez that creature can spawn a ton of units in a small amount of time"

or like I just get an idea that would make it better to play. Like adding some reactions to be automatic so it takes the micromanagement away making more time for the player to focus on main tasks
« Last Edit: April 03, 2014, 02:34:19 pm by Hugo_The_Dwarf »
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