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Author Topic: Modding questions thread.  (Read 20063 times)

MoonMan

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Re: Modding questions thread.
« Reply #120 on: July 26, 2008, 08:13:42 am »

No, I mean that custom civ's entity entry. So, he'll have [SPHERE_ALIGNMENT:OCEAN:10000] and [SPHERE_ALIGNMENT:FIRE:0], so it makes it far more likely that his race will worship a [POWER] with [SPHERE:OCEAN] than [SPHERE:FIRE].

Tried this and it still didn't work. I guess I'll just have to deal with them worshipping the wrong power.
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Sean Mirrsen

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Re: Modding questions thread.
« Reply #121 on: July 26, 2008, 09:50:21 am »

Make Demons EVIL and turtlemen and seamonsters GOOD.
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Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

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MoonMan

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Re: Modding questions thread.
« Reply #122 on: July 26, 2008, 10:23:53 am »

Make Demons EVIL and turtlemen and seamonsters GOOD.

That worked, although I'd rather have them be evil and worship the wrong thing to be honest. Good to know for future reference though.
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umiman

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Re: Modding questions thread.
« Reply #123 on: July 26, 2008, 12:50:26 pm »

Do _NAME tags work?

I can only get those working for dwarves to work right now, everything else will be the same.

For example:
Code: [Select]
[LASHER_NAME:lurker:lurkers]
[MASTER_LASHER_NAME:shadow aspect:shadow aspects]

Those don't change anything in game.

Deon

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Re: Modding questions thread.
« Reply #124 on: July 26, 2008, 02:11:11 pm »

The "name" works for every profession in vanilla which has "man" changed to "dwarf" (i.e. "hammerman"->"hammerdwarf", "fisherman"->"fisherdwarf" etc.).
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Deon

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Re: Modding questions thread.
« Reply #125 on: July 27, 2008, 10:11:52 am »

Here goes my question: what is the full list of professions avaliable for usage in weapons?
I tried to make appraisal in different ways but did not succeed, while woodcutting works fine.
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Glass Hand

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Re: Modding questions thread.
« Reply #126 on: July 28, 2008, 05:14:09 am »

I'm playing a human fortress. I noticed that they have no mayors unless you add the [MAYOR] token.  Do humans get barons (and higher nobles) by default, and if not, what is the token for that (if any)?
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Deon

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Re: Modding questions thread.
« Reply #127 on: July 28, 2008, 11:45:33 am »

They have military leaders by default (champions).
[CAN_HAVE_MILITARY_LEADER] - they can have a military civilization ruler
[CAN_HAVE_MILITARY_SITE_LEADER] - they can have military city rulers
To determine their civ. leaders there are 2 tokens.
(1) The main leader (like king):
[LEADER_TYPE:PROFESSION]
(2) The city leader type:
[SITE_LEADER_TYPE:PROFESSION]

I don't know why is there [MAYOR] while you can use the [SITE_LEADER_TYPE:MAYOR]. Sean? Is it working? I guess it is.

To get barons in cities, give them [SITE_LEADER_TYPE:BARON].

P.S. http://www.dwarffortresswiki.net/index.php/Entity_tokens#Leadership
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Nonanonymous

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Re: Modding questions thread.
« Reply #128 on: July 28, 2008, 07:19:18 pm »

What does [PACK_ANIMAL] do, enable them to be used by traders to carry their goods?  Is it necessary or can it be ignored if they have a trade capacity?
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Shadowlord

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Re: Modding questions thread.
« Reply #129 on: July 28, 2008, 08:29:50 pm »

Yeah, and IIRC each race needs at least one animal which has [PACK_ANIMAL], although I'm not certain about recent versions (I messed with it last in the 2d version when I wanted to mess around with making a goblin fort).
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Nonanonymous

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Re: Modding questions thread.
« Reply #130 on: July 31, 2008, 07:52:16 pm »

If a race only shows up on the 'Play Now!' menu in Adventurer mode, does that mean that their civ was wiped out in war?  Also, is it possible to make merchant races that would never start wars itself?  Like a dwarf civ that lived in towns instead of  the Mountainhomes so you could buy armor that would actually fit a Dwarven adventurer?
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Mephansteras

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Re: Modding questions thread.
« Reply #131 on: July 31, 2008, 08:07:33 pm »

I don't think you can have a race that NEVER starts wars, but I guess one that was pretty lenient about everything wouldn't start wars too often. Of course, other civs would hate them for being ok with stuff like slavery and eating foes killed in battle.

As for your second question, no, there isn't anything stopping you from having a civ of town dwelling dwarves. And if you gave them the same ethics and religions as the normal dwarves, the chances of those two civs going to war would be very very low.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
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Tormy

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Re: Modding questions thread.
« Reply #132 on: August 06, 2008, 11:34:26 am »

What are these entity tokens are doing?

USE_ANY_PET_RACE   
USE_CAVE_ANIMALS   
USE_EVIL_ANIMALS   
USE_EVIL_PLANTS   
USE_EVIL_WOOD   
USE_GOOD_ANIMALS   
USE_GOOD_PLANTS   
USE_GOOD_WOOD   
USE_MISC_PROCESSED_WOOD_PRODUCTS   
COMMON_DOMESTIC_MOUNT   
COMMON_DOMESTIC_PACK   
COMMON_DOMESTIC_PET   
COMMON_DOMESTIC_PULL 
IMPROVED_BOWS
EQUIPMENT_IMPROVEMENTS
LOW_SKILL
« Last Edit: August 06, 2008, 04:17:24 pm by Tormy »
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Tormy

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Re: Modding questions thread.
« Reply #133 on: August 06, 2008, 05:56:35 pm »

Anyone?...well maybe no wonder that the wiki offers no infos about these entity tokens at all... ;D

PS. Toady should really release some modding manual..just take this case for example.  :-\
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Nonanonymous

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Re: Modding questions thread.
« Reply #134 on: August 06, 2008, 06:24:13 pm »

Uhh...  Those are all really pretty self explanatory...
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