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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 334431 times)

Godlysockpuppet

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #210 on: July 10, 2014, 10:24:26 am »

Come on, when was the last time you saw a dwarf in a martial trance? It's more of a seasoning that might help tip a hopeless situation towards better every once in a blue moon.

That tag also dictates "industrial trances" - strange moods.
Just want to chip in here... Trances have nothing to do with strange moods, that's decided by the NO EMOTION tag or not. Any intelligent creature that forms civilizations can have a strange mood unless they've no emotions. Trances is just for martial trances, which are usually triggered when outnumbered 3:1. I don't really know the maths behind it, but I've seen a competent soldier take on a legendary goblin lasher (Albeit he died from injuries shortly after) whilst in a trance, so they're pretty bad ass.
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Teneb

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #211 on: July 10, 2014, 10:48:17 am »

I managed to gen a world with human dark fortresses. I added EVIL to the humans. I'll try it now without EVIL.

EDIT: Without EVIL too. When is the crash supposed to happen?
« Last Edit: July 10, 2014, 10:50:07 am by Deathsword »
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Godlysockpuppet

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #212 on: July 10, 2014, 10:53:30 am »

I managed to gen a world with human dark fortresses. I added EVIL to the humans. I'll try it now without EVIL.

EDIT: Without EVIL too. When is the crash supposed to happen?
It's when you set the humans as [CIV_PLAYABLE] that it crashes.
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palu

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #213 on: July 10, 2014, 10:59:51 am »

Come on, when was the last time you saw a dwarf in a martial trance? It's more of a seasoning that might help tip a hopeless situation towards better every once in a blue moon.

That tag also dictates "industrial trances" - strange moods.
Just want to chip in here... Trances have nothing to do with strange moods, that's decided by the NO EMOTION tag or not. Any intelligent creature that forms civilizations can have a strange mood unless they've no emotions. Trances is just for martial trances, which are usually triggered when outnumbered 3:1. I don't really know the maths behind it, but I've seen a competent soldier take on a legendary goblin lasher (Albeit he died from injuries shortly after) whilst in a trance, so they're pretty bad ass.
I think this is wrong. I'm pretty sure the warlock skeletons in masterwork have [NOEMOTION], and no trances, and they still get moods
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Hmph, palu showing off that reading-the-instructions superpower.
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Teneb

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #214 on: July 10, 2014, 11:03:40 am »

I managed to gen a world with human dark fortresses. I added EVIL to the humans. I'll try it now without EVIL.

EDIT: Without EVIL too. When is the crash supposed to happen?
It's when you set the humans as [CIV_PLAYABLE] that it crashes.
Is this crash on tembark? Because I just embarked as dark fortress evil humans.

EDIT: did it without evil too.

EDIT 2: I've been hearing people say loading a fort causes save corruption, but I just managed to load a fort from yesterday which was before I messed around with the raws on this install. There must be something else to it.

EDIT 3: I've consistently genned worlds where humans live in dark towers and are playable, and am capable of saving and loading forts without problem. The save corruption and crashes must have another source.
« Last Edit: July 10, 2014, 11:09:08 am by Deathsword »
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

FallenAngel

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #215 on: July 10, 2014, 11:07:49 am »

Yeah, strange moods aren't defined by any specific tag - they happen for your fortress members if you meet certain requirements overall. In earlier versions, it was dwarf-exclusive (I'm assuming [CREATURE:DWARF] in [ENTITY:MOUNTAIN]), but now it happens for whatever creature your fort is.
I can attest to [NOEMOTION] not preventing moods - in pre-v1.0 of Chaos Theory, Fallens (when they were the Fallen Angels) still had moods but never emoted.
Ever.
There is one advantage/disadvantage to [NOEMOTION] moods - no fell or macabre moods, which can be useful if all your sad people are in the same room with your nobility, but bad if one goes fell near your only legendary weaponsmith.

Sorcerer

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #216 on: July 10, 2014, 11:10:34 am »

from the new creature_standard, here are the new personality tags

Code: [Select]
[PERSONALITY:ABSTRACT_INCLINED:0:50:100]
[PERSONALITY:ACTIVITY_LEVEL:0:50:100]
[PERSONALITY:ALTRUISM:0:50:100]
[PERSONALITY:ANGER_PROPENSITY:0:50:100]
[PERSONALITY:ANXIETY_PROPENSITY:0:50:100]
[PERSONALITY:ART_INCLINED:0:50:100]
[PERSONALITY:BASHFUL:0:50:100]
[PERSONALITY:BRAVERY:0:50:100]
[PERSONALITY:CHEER_PROPENSITY:0:50:100]
[PERSONALITY:CURIOUS:0:50:100]
[PERSONALITY:CRUELTY:0:50:100]
[PERSONALITY:DISCORD:0:50:100]
[PERSONALITY:DUTIFULNESS:0:50:100]
[PERSONALITY:EXCITEMENT_SEEKING:0:50:100]
[PERSONALITY:GREED:5:50:100]
[PERSONALITY:HATE_PROPENSITY:0:50:100]
[PERSONALITY:HUMOR:0:50:100]
[PERSONALITY:IMMODESTY:0:50:100]
[PERSONALITY:IMMODERATION:0:50:100]
[PERSONALITY:ORDERLINESS:0:50:50]
[PERSONALITY:PERSEVERENCE:0:50:100]
[PERSONALITY:PRIDE:0:50:100]
[PERSONALITY:SINGLEMINDED:0:50:100]
[PERSONALITY:STRESS_VULNERABILITY:0:50:100]
[PERSONALITY:SWAYED_BY_EMOTIONS:0:50:50]
[PERSONALITY:TOLERANT:100:50:100]
[PERSONALITY:TRUST:0:50:100]
[PERSONALITY:VANITY:0:50:100]
[PERSONALITY:VENGEFUL:0:50:100]
[PERSONALITY:VIOLENT:0:50:100]

Seems to be all
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Spehss _

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #217 on: July 10, 2014, 11:38:50 am »

Anyone know what the [ATTACK_PREPARE_AND_RECOVER:x:x] tokens in item_weapon.txt does? Pretty sure it determines the speed of a weapon's attack, but I don't know what the numbers measure exactly. I'd think it'd measure the number of ticks it takes for a weapon to start an attack and recover from an attack.
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Turns out you can seriously not notice how deep into this shit you went until you get out.

Teneb

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #218 on: July 10, 2014, 11:46:21 am »

Anyone know what the [ATTACK_PREPARE_AND_RECOVER:x:x] tokens in item_weapon.txt does? Pretty sure it determines the speed of a weapon's attack, but I don't know what the numbers measure exactly. I'd think it'd measure the number of ticks it takes for a weapon to start an attack and recover from an attack.
I think that's exactly it. The first is how long it takes to perform the attack, and the second how long you have to wait to do any action again.
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Monstrous Manual: D&D in DF
Quote from: Tack
What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

Nero1024

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #219 on: July 10, 2014, 12:02:10 pm »

Hey I'm not sure if this is a bug or not but making a quadruped a flier prevents the creature from being able to (except while prone) change it's movement speed (to trot, canter, etc.) in the sneak menu. Giving the creature some flying gait tokens allows the creature to change it's flying speed even while firmly on the ground. I'm not sure if this applies to bipeds.

Also do entities still care about wearing clothes or be able to have them not care about clothes in this version?

Pic related stuff:

Standard quad sneak menu:


Custom quad flyer (w/o the flying gaits) sneak menu:


Custom quad flyer (w/ the flying gaits) sneak menu:



Raws:

Creature raws used to test with:
Spoiler (click to show/hide)

Neccesary BP raws to get the creature working:
Spoiler (click to show/hide)
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Tabithda

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #220 on: July 10, 2014, 12:25:27 pm »

Moods have nothing to do with any creature token.  Whether or not a race gets moods in fort mode is solely determined by [ARTIFACTS:YES] in the d_init file.

Also,
Code: [Select]
[PERSONALITY:ABSTRACT_INCLINED:0:50:100]
[PERSONALITY:ACTIVITY_LEVEL:0:50:100]
[PERSONALITY:ALTRUISM:0:50:100]
[PERSONALITY:ANGER_PROPENSITY:0:50:100]
[PERSONALITY:ANXIETY_PROPENSITY:0:50:100]
[PERSONALITY:ART_INCLINED:0:50:100]
[PERSONALITY:BASHFUL:0:50:100]
[PERSONALITY:BRAVERY:0:50:100]
[PERSONALITY:CHEER_PROPENSITY:0:50:100]
[PERSONALITY:CURIOUS:0:50:100]
[PERSONALITY:CRUELTY:0:50:100]
[PERSONALITY:DISCORD:0:50:100]
[PERSONALITY:DUTIFULNESS:0:50:100]
[PERSONALITY:EXCITEMENT_SEEKING:0:50:100]
[PERSONALITY:GREED:5:50:100]
[PERSONALITY:HATE_PROPENSITY:0:50:100]
[PERSONALITY:HUMOR:0:50:100]
[PERSONALITY:IMMODESTY:0:50:100]
[PERSONALITY:IMMODERATION:0:50:100]
[PERSONALITY:ORDERLINESS:0:50:50]
[PERSONALITY:PERSEVERENCE:0:50:100]
[PERSONALITY:PRIDE:0:50:100]
[PERSONALITY:SINGLEMINDED:0:50:100]
[PERSONALITY:STRESS_VULNERABILITY:0:50:100]
[PERSONALITY:SWAYED_BY_EMOTIONS:0:50:50]
[PERSONALITY:TOLERANT:100:50:100]
[PERSONALITY:TRUST:0:50:100]
[PERSONALITY:VANITY:0:50:100]
[PERSONALITY:VENGEFUL:0:50:100]
[PERSONALITY:VIOLENT:0:50:100]
This list is missing a few of the personality tags mentioned in this post by Toady One in the old Future of the Fortress thread.  I wonder, is this list incomplete or did Toady remove some of the tags he mentioned before the release?

These are the personality tags missing from list:
Spoiler (click to show/hide)
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Sorcerer

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #221 on: July 10, 2014, 12:28:28 pm »

The ones i listed are the ones in use in the files atm, let me do some tests with the full list here, since I'm currently working on my ponies personalities.
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scamtank

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #222 on: July 10, 2014, 12:30:08 pm »

Nah, they're right here in the executable. Those ones just aren't needed, I reckon. Here's everything:

Spoiler (click to show/hide)
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Dirst

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #223 on: July 10, 2014, 12:34:16 pm »

Also,
Spoiler: PERSONALITY tags (click to show/hide)
This list is missing a few of the personality tags mentioned in this post by Toady One in the old Future of the Fortress thread.  I wonder, is this list incomplete or did Toady remove some of the tags he mentioned before the release?

These are the personality tags missing from list:
Spoiler (click to show/hide)
The missing ones are probably just calculated at defaults.  Finding out whether that default is something like a 0:50:100 range or a fixed 50 is a job for !!SCIENCE!!
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Tabithda

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #224 on: July 10, 2014, 12:41:20 pm »

The missing ones are probably just calculated at defaults.  Finding out whether that default is something like a 0:50:100 range or a fixed 50 is a job for !!SCIENCE!!
The default range in all past versions from at least 40d on has always been 0:50:100, and I would assume that it still is.  After all, if they were fixed at 50, then humans in the game would have no personality at all. :P
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