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Author Topic: Help with civilization modding  (Read 2010 times)

Koji

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Help with civilization modding
« on: March 19, 2008, 06:33:00 am »

Heya, I've been working on a mod to add some Warhammer races to the game and decided to start with Ogres. I took the old ogres out of creature_standard and made my own ogres in creature_standard_warhammer, just so I could keep myself organized.

Then I rewrote the [MOUNTAIN] civ and made it reference my [OGRES] creature. Here's the code for both.

code:
 
[ENTITY:MOUNTAIN]
   [CIV_CONTROLLABLE]
   [INDIV_CONTROLLABLE]
   [ADVENTURE_TIER:4]
   [CREATURE:OGRES]
   [TRANSLATION:HUMAN]
   [DIGGER:ITEM_WEAPON_PICK]
   [WEAPON:ITEM_WEAPON_CLUB_OGRE]
   [WEAPON:ITEM_WEAPON_TENDERIZER]
   [WEAPON:ITEM_WEAPON_MAUL]
   [WEAPON:ITEM_WEAPON_SWORD_2H]
   [WEAPON:ITEM_WEAPON_CANNON]
   [AMMO:ITEM_AMMO_CANNONBALL]
   [ARMOR:ITEM_ARMOR_PLATEMAIL:UNCOMMON]
   [ARMOR:ITEM_ARMOR_GUTPLATE:COMMON]
   [HELM:ITEM_HELM_HELM:COMMON]
   [GLOVES:ITEM_GLOVES_GAUNTLETS:UNCOMMON]
   [PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
   [PANTS:ITEM_PANTS_THONG:COMMON]
   [SHOES:ITEM_SHOES_BOOTS:COMMON]
   [SIEGEAMMO:ITEM_SIEGEAMMO_SCRAPPILE]
   [TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
   [TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
   [TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
   [TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
   [TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
   [TOY:ITEM_TOY_HAMMER]
   [TOY:ITEM_TOY_AXE]
   [CLOTHING]
   [SUBTERRANEAN_CLOTHING]
   [CURRENCY_BY_YEAR]
   [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]
   [METAL_PREF]
   [GEM_PREF]
   [STONE_PREF]
   [INDOOR_FARMING]   
   [USE_CAVE_ANIMALS]
   [USE_EVIL_ANIMALS]
   [USE_EVIL_PLANTS]
   [USE_EVIL_WOOD]
   [USE_ANIMAL_PRODUCTS]
   [USE_MISC_PROCESSED_WOOD_PRODUCTS]
   [EQUIPMENT_IMPROVEMENTS]
   [ABUSE_BODIES]
   [ART_FACET_MODIFIER:GOOD:0]
   [ART_FACET_MODIFIER:EVIL:512]
   [USE_MISC_PROCESSED_WOOD_PRODUCTS]
   [EQUIPMENT_IMPROVEMENTS]
   [ART_IMAGE_ELEMENT_MODIFIER:PLANT:64]
   [ART_IMAGE_ELEMENT_MODIFIER:TREE:64]      
   [ITEM_IMPROVEMENT_MODIFIER:RINGS_HANGING:64]
   [ITEM_IMPROVEMENT_MODIFIER:BANDS:384]
   [ITEM_IMPROVEMENT_MODIFIER:SPIKES:384]
   [ADVENTURE_TIER:4]
   [FRIENDLY_COLOR:1:0:1]
   [DEFAULT_SITE_TYPE:CAVE_DETAILED]
   [LIKES_SITE:CAVE_DETAILED]
   [TOLERATES_SITE:CITY]
   [TOLERATES_SITE:TREE_CITY]
   [TOLERATES_SITE:CAVE_DETAILED]
   [SITE_LEADER_TYPE:STANDARD]
   [START_BIOME:MOUNTAIN]
   [BIOME_SUPPORT:ANY_WETLAND:1]
   [BIOME_SUPPORT:ANY_DESERT:1]
   [BIOME_SUPPORT:ANY_FOREST:3]
   [BIOME_SUPPORT:MOUNTAIN:3]
   [BIOME_SUPPORT:ANY_GRASSLAND:4]
   [BIOME_SUPPORT:ANY_SAVANNA:4]
   [BIOME_SUPPORT:ANY_SHRUBLAND:3]
   [BIOME_SUPPORT:ANY_RIVER:1]
   [DIPLOMAT]
   [DIPLOMAT_BODYGUARDS]
   [MERCHANT_BODYGUARDS]
   [ACTIVE_SEASON:AUTUMN]
   [ENTITY_GROUPING:FRIENDLY]
   [SIEGER]
   [MAX_STARTING_CIV_NUMBER:3]
   [START_GROUP_NUMBER:10]
   [MAX_POP_NUMBER:500]
   [MAX_SITE_POP_NUMBER:200]
   [RELIGION_SPHERE:SACRIFICE]
   [RELIGION_SPHERE:CAVERNS]
   [RELIGION_SPHERE:CHAOS]
   [RELIGION_SPHERE:FOOD]
   [RELIGION:ANY_APPROPRIATE_POWER]
   [MAYOR]

and

code:
 [CREATURE:OGRES]
   [NAME :ogre :ogres :ogre]
   [SPECNAME:MALE:bull:bulls:bullish]
   [TILE:O][COLOR:3:0:0]
   [SPEED:700][GRASSTRAMPLE:20]
   [GENPOWER:3]
   [INTELLIGENT]
   [TRANCES]
   [BENIGN]
   [CANOPENDOORS]
   [PREFSTRING:huge appetites]
   [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]
   [ATTACK:MAIN:BYTYPE:GRASP :punch :punches:1:4:BLUDGEON][ATTACKFLAG_WITH]
   [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]
   [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]
   [CRAFTSMAN_NAME:carver:carvers]
   [MAYOR_NAME:butcher:butchers]
   [MINER_NAME:digger:diggers]
   [ANIMAL_CARETAKER_NAME:caretaker:caretakers]
   [ANIMAL_TRAINER_NAME:trainer:trainers]
   [FISHERMAN_NAME:fisher:fishers]
   [KING_NAME:slaughtermaster:slaughtermasters]
   [KING_CONSORT_NAME:consort:consorts]
   [BARON_NAME:keeper:keepers]
   [DUKE_NAME:tyrant:tyrants]
   [PHILOSOPHER_NAME:butcher:butchers]
   [HAMMERMAN_NAME:irongut:ironguts]
   [CROSSBOWMAN_NAME:leadbelcher:leadbelchers]
   [SWORDSMAN_NAME:maneater:maneaters]
   [DAMBLOCK:1]
   [STOUT]
   [MAXAGE:70:100]
   [FAT:6]
   [SIZE:9]
   [EQUIPS]
   [DIURNAL]
   [SPEECH_MALE:human_male.txt]
   [STANDARD_FLESH]
   [HOMEOTHERM:10067]
   [LAYERING:75]
   [SWIMS_LEARNED][SWIMSPEED:2500]
   [PERSONALITY:ANGER:25:75:100]
   [PERSONALITY:EXCITEMENT_SEEKING:10:55:100]
   [PERSONALITY:IMMODERATION:25:60:100]
   [PERSONALITY:ORDERLINESS:0:40:75]
   [PERSONALITY:SELF_CONSCIOUSNESS:0:25:50]
   [PERSONALITY:SYMPATHY:0:5:15]
   [LIKES_FIGHTING]
   [NOFEAR]
   

When I start worldgen, it never gets past "AGE OF MYTH:INITIALIZING", it just restarts the gen every time. I imagine I've made some error in my tokens, I just have no idea where.

Also, I made gnoblars as pets, but I don't think they're doing it. If anyone believes they are, I can post them, though.

[ March 19, 2008: Message edited by: Koji ]

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Kagus

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Re: Help with civilization modding
« Reply #1 on: March 19, 2008, 07:05:00 am »

Well, only two things are grlaing out at me.  First of all, you're using a lot of custom name tokens that don't exist.  [DUKE_NAME:], [ANIMAL_TRAINER_NAME:], [PHILOSOPHER_NAME:] and so on are not tags.  Only the ones found in the dwarven entry exist, as they are the only ones where "man" comes into the name (swordsman, craftsman, fisherman), so it can be changed to "dwarf" (swordsdwarf, craftsdwarf, fisherdwarf).  No other entries currently exist.


Also, you've got [ADVENTURE_TIER:] before your civilization actually has a creature, which may or may not do something.  Just remove the adventure tier tag at the top of the entry, because there's another one farther down.

Koji

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Re: Help with civilization modding
« Reply #2 on: March 19, 2008, 07:30:00 am »

Ah snap, toady should get on that, then.

Okay, I fixed the renamed jobs tokens, and the adventure_tier, but it's still not giving me anything. I'm sure I did the weapons right, and that wouldn't cause a restart anyway, would it?

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Kagus

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Re: Help with civilization modding
« Reply #3 on: March 19, 2008, 07:41:00 am »

Well, quick question.  What's a SIEGEAMMO_SCRAPPILE?  There are two siege weapons in the game, catapults and ballistae.  Catapults use stones and ballistae use ballista bolts.  They are essentially hardcoded.


However, I don't know why that would affect anything...  Items shouldn't be that much of a problem for worldgen...

Well, I don't know if it's the problem, but you've got their religion lined up with something incompatible.  There's currently only one [POWER] creature in the game, and it doesn't have any of the spheres that you've picked out.  Don't know why that would be the problem either, as they don't really seem to mind worshiping something they're incompatible with.


Check your errorlog, there might be something in there.

Wiles

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Re: Help with civilization modding
« Reply #4 on: March 19, 2008, 07:59:00 am »

Did you copy the MOUNTAIN entity, or replace it? If there are two mountain entities that could be the problem, I would change the name to something else, just to be safe, to anything that isn't used.

Other than that, I'd try to troubleshoot to find what is causing the problem. You could try removing all your additions and just change one of the default entities to reference ogres in the [CREATURE:] token. If it didn't crash then, you would know your creature isn't the problem. Then you just keep adding stuff back in until it crashes again.

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Koji

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Re: Help with civilization modding
« Reply #5 on: March 19, 2008, 09:29:00 am »

Ogres (well, gnoblars, really) construct scrap launchers, which are huge siege weapons that fire piles of scrap collected from a battlefield.

A scrappile is an alternate type of ammo for a ballista. Essentially the same thing but it does bashing damage instead.

This mountain entry replaced the old one. There are currently no dwarven civs in my raws. I tried putting dwarves back in as the unit linked to this civ and faced the same problem. I also tried putting the old civ back but still link to [OGRES] and, well, the same thing happened.

I tried making a unit for my ogre deity, basically a type of demon that has the religion spheres included in the civ entry. I don't think that's doing it, though, because when it didn't work I put them back to [PANTHEON].

Here he is.

code:
 

[CREATURE:GREAT MAW]
   [NAME:great maw:great maws:great maw]
      [TILE:'&'][COLOR:4:0:1]
   [MODVALUE:50]
   [FANCIFUL][POWER]
   [FIREBREATH][FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]
   [FLIER]
   [TRAPAVOID][CAN_LEARN][CAN_SPEAK]
   [GENPOWER:5]
   [BLOODTYPE:0]
   [SESSILE_LAND]
   [BUTCHERABLE_NONSTANDARD][EVIL]
   [BUILDINGDESTROYER:2]
   [NOFEAR][NOEXERT]
   [CANOPENDOORS]
   [PREFSTRING:deific power]
   [BODY:HUMANOID:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]
   [SIZE:16]
   [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:BURN][ATTACKFLAG_CANLATCH]
   [ATTACK:SECOND:BYTYPE:GRASP  :DEPRESSION:0:0:0]
   [PERSONALITY:SELF_CONSCIOUSNESS:0:0:0]
   [PERSONALITY:VULNERABILITY:0:0:0]
   [PERSONALITY:FRIENDLINESS:0:0:0]
   [PERSONALITY:ASSERTIVENESS:100:100:100]
   [PERSONALITY:CHEERFULNESS:0:0:0]
   [PERSONALITY:TRUST:0:0:0]
   [PERSONALITY:STRAIGHTFORWARDNESS:0:0:0]
   [PERSONALITY:ALTRUISM:0:0:0]
   [PERSONALITY:COOPERATION:0:0:0]
   [PERSONALITY:SYMPATHY:0:0:0]
   [UTTERANCES]
   [SPHERE:SACRIFICE]
   [SPHERE:CAVERNS]
   [SPHERE:CHAOS]
   [SPHERE:FOOD]


Looks weird, I know. The idea is a big chomping mouth that opens up in the ground and a group of ogres settle around it.

[ March 19, 2008: Message edited by: Koji ]

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Zaratustra

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Re: Help with civilization modding
« Reply #6 on: March 20, 2008, 01:22:00 am »

Open errorlog.txt on the main game dir and look at the last lines. They'll tell you what tokens the game did not recognize.

Koji

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Re: Help with civilization modding
« Reply #7 on: March 20, 2008, 02:34:00 am »

quote:
Originally posted by Zaratustra:
<STRONG>Open errorlog.txt on the main game dir and look at the last lines. They'll tell you what tokens the game did not recognize.</STRONG>

Errorlog doesn't show any errors.

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Kagus

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Re: Help with civilization modding
« Reply #8 on: March 20, 2008, 02:40:00 am »

Aha, found it.   You forgot to add in children.  


The game will refuse to generate a non-immortal race that can't breed.  I forget what kind of logic gate that is, where having both equals on, having just one equals on, but having neither equals off.

Anyways, you at least need a [CHILD:(years before child grows up into adult)] tag in order for them to breed.

[ March 20, 2008: Message edited by: Kagus ]

Koji

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Re: Help with civilization modding
« Reply #9 on: March 20, 2008, 02:47:00 am »

But there is a child tag...
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Kagus

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Re: Help with civilization modding
« Reply #10 on: March 20, 2008, 02:59:00 am »

Oh, there it is.  Missed it in the custom profession names...  Whoops.


Well, I can't find anything.  Have you made any other entity changes?  Perhaps removing a creature that one of the entity profiles points to?

Koji

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Re: Help with civilization modding
« Reply #11 on: March 20, 2008, 03:25:00 am »

!IMPORTANTE!

Apparently forgetting to put [OBJECT:CREATURE] at the beginning of certain .txt files can lead to embarassing bugs.

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Koji

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Re: Help with civilization modding
« Reply #12 on: March 20, 2008, 11:12:00 am »

Sorry for the double post, but it's better than starting a new thread.

Is there a way to make trolls ALWAYS available to the civ, like horses and stuff are? I copied the troll code to make my gnoblars (I shrank them down and took out building destroyer), but they only appear when the civ would have access to trolls, which, it turns out, is almost never.

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