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Author Topic: new to modding df, tips?  (Read 2339 times)

newjrmint21

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new to modding df, tips?
« on: July 05, 2014, 07:01:44 pm »

some things i've been wanting to do, and am finally ready to learn...

making dwarves and elves actually build places that you can go to.
making my own playable civs
i would like to tinker around with the trade between civs a little bit.
thats the jist of what i want to do so far.
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newjrmint21

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Re: new to modding df, tips?
« Reply #1 on: July 05, 2014, 07:19:40 pm »

also, i would like to know how to go about messing around with adventure mode. like making mining and woodcutting possible. this one might be a bit trickier... but maybe make it so that currency has more functionality?
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newjrmint21

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Re: new to modding df, tips?
« Reply #2 on: July 05, 2014, 08:14:34 pm »

i keep thinking of more things... i made it so that i could play as goblins, which as it turns out is not very difficult.. but i noticed right off the bat that my goblin adventurer wasn't considered hostile by humans, not to mention the fact that i spawned in a human hamlet.
how to i fix this?
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Enemy post

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Re: new to modding df, tips?
« Reply #3 on: July 05, 2014, 08:25:24 pm »

The first one(Elves and dwarves building sites) is easy, go to ENTITY_DEFAULT and take the section of the civ's raws that say something like this and replace them with mine.
Code: [Select]
[DEFAULT_SITE_TYPE:CITY]
[LIKES_SITE:CITY]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:TREE_CITY]
[TOLERATES_SITE:CAVE_DETAILED]
You will also want to add these.
Code: [Select]
[BUILDS_OUTDOOR_FORTIFICATIONS]
[BUILDS_OUTDOOR_TOMBS]
That will make the altered civ build humanlike settlements.

On making your own civs: http://dwarffortresswiki.org/index.php/DF2012:Modding_guide

I'm not sure what you mean by "tinker with the trade" or if it's possible, what do you want to change?
I think you spawned in the human hamlet because goblin sites don't exist yet. If you change the goblins so they build cities, you might want to remove [LOCAL_BANDITRY] so they aren't automatically hostile to you. As for lack of human hostility, just hitting one will make the entire civ hate you forever. You'll have to walk a long time to escape the hostile site though, because fast travel won't work until you walk all the wait out.
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newjrmint21

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Re: new to modding df, tips?
« Reply #4 on: July 05, 2014, 08:43:48 pm »

as far as trade goes, i want friendly civs to send diplomats to make trade agreements.

thanks by the way ^.^
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newjrmint21

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Re: new to modding df, tips?
« Reply #5 on: July 05, 2014, 08:45:17 pm »

oh and as far as the dwarves building structures and what not... is there any way i can get them to actually build mountain halls instead of human like hamlets?
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newjrmint21

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Re: new to modding df, tips?
« Reply #6 on: July 05, 2014, 08:48:26 pm »

 you said [fortifications] and [tombs] are there other (insert term) that i can use? like hamlet, dark fortress, etc
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newjrmint21

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Re: new to modding df, tips?
« Reply #7 on: July 05, 2014, 08:57:24 pm »

oh and lastly, will removing local banditry make goblins friendly to other civs?
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palu

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Re: new to modding df, tips?
« Reply #8 on: July 05, 2014, 09:16:47 pm »

also, i would like to know how to go about messing around with adventure mode. like making mining and woodcutting possible. this one might be a bit trickier... but maybe make it so that currency has more functionality?
Advfort

as far as trade goes, i want friendly civs to send diplomats to make trade agreements.

thanks by the way ^.^
For elven tree quota diplomats, copy this into their entity:
Code: [Select]
    [POSITION:DIPLOMAT]
        [NAME:Diplomat:Diplomats]
        [NUMBER:1]
        [RESPONSIBILITY:MAKE_INTRODUCTIONS]
        [RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
        [RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
        [APPOINTED_BY:DRUID]
        [PRECEDENCE:70]
        [DO_NOT_CULL]
        [COLOR:7:0:1]
        [MENIAL_WORK_EXEMPTION]
        [SLEEP_PRETENSION]
        [PUNISHMENT_EXEMPTION]
        [ACCOUNT_EXEMPT]
        [DUTY_BOUND]
For human guild reprasentatives:
Code: [Select]
[POSITION:GUILD_REPRESENTATIVE]
    [NAME:Guild Representative:Guild Representatives]
        [NUMBER:1]
        [RESPONSIBILITY:TRADE]
        [PRECEDENCE:40]
        [MENIAL_WORK_EXEMPTION]
        [SLEEP_PRETENSION]
        [PUNISHMENT_EXEMPTION]
        [ACCOUNT_EXEMPT]
        [DO_NOT_CULL]
        [COLOR:7:0:1]
        [DUTY_BOUND]
Put that in other civs like elves if you want liasons from them too. (Though perhaps with a different name.)

oh and as far as the dwarves building structures and what not... is there any way i can get them to actually build mountain halls instead of human like hamlets?
This will be in the next version, which will be released in about a week, by default.

oh and lastly, will removing local banditry make goblins friendly to other civs?
Remove [BABYSNATCHER]
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Putnam

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Re: new to modding df, tips?
« Reply #9 on: July 05, 2014, 09:27:13 pm »

If these things were actually possible with raw modding, we'd have already done them.

Now, many of them are in the next version anyway, and don't be discouraged by your first ideas not working out. You could get into DFHack for some things, but that requires familiarity with programming.
« Last Edit: July 05, 2014, 09:58:00 pm by Putnam »
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newjrmint21

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Re: new to modding df, tips?
« Reply #10 on: July 05, 2014, 09:55:59 pm »

well this is all a learning process. i'm kinda just jumping in head first.
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newjrmint21

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Re: new to modding df, tips?
« Reply #11 on: July 05, 2014, 10:13:28 pm »

so i'm just gonna start pitching ideas to you guys  :P

lets say i'm trying to make a custom react ion for adventurer or something... like tanning hides and crafting items with them... (i know there is a crafting mod that includes leather crafting. but this is all for learning how things work.) could i use the token CREATURE_MAT in the following way; [CREATURE_MAT:ANY:SKIN] ? as opposed to specifying the creature, as in [CREATURE_MAT:DWARF:SKIN] ?
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Putnam

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Re: new to modding df, tips?
« Reply #12 on: July 05, 2014, 10:18:41 pm »

No, you'd use [REAGENT:A:1:CORPSEPIECE:NONE:NONE:NONE][HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT] for that.

Enemy post

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Re: new to modding df, tips?
« Reply #13 on: July 05, 2014, 11:30:19 pm »

oh and as far as the dwarves building structures and what not... is there any way i can get them to actually build mountain halls instead of human like hamlets?
you said [fortifications] and [tombs] are there other (insert term) that i can use? like hamlet, dark fortress, etc
No for now, in a few days yes. Although, the dwarf towns will be in the mountains.
« Last Edit: July 05, 2014, 11:31:52 pm by Enemy post »
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newjrmint21

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Re: new to modding df, tips?
« Reply #14 on: July 06, 2014, 01:21:52 am »

wheres all the information of things to come?
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