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Author Topic: Playable goblins  (Read 2311 times)

MindSnap

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Playable goblins
« on: December 01, 2007, 04:54:00 pm »

Has anyone tried to make goblins playable? It's pretty simple to just be able to start as them, but could it be made so that other races seige them (and maybe even the goblins would seige you too). I think trade would be nonexistant though.

Oh, and bone walls!

Anyways, any thoughts on playable goblins?

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Metal Chao

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Re: Playable goblins
« Reply #1 on: December 01, 2007, 05:06:00 pm »

Shouldn't be too hard...
I'll give it a go, as I have nothing else to do right now.
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Metal Chao

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Re: Playable goblins
« Reply #2 on: December 01, 2007, 05:18:00 pm »

Put this over Goblins in Creature_Standard:

code:
 [CREATURE:GOBLIN]
   [NAME:goblin:goblins:goblin]
   [TILE:'g'][COLOR:7:0:0]
   [GLOWTILE:'"'][GLOWCOLOR:4:0:1]
   [GENPOWER:2]
   [BUTCHERABLE_NONSTANDARD][EVIL]
   [INTELLIGENT][LIKES_FIGHTING]
   [BONECARN]
   [CANOPENDOORS]
   [PREFSTRING:terrifying features]
   [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]
   [ATTACK:MAIN:BYTYPE:GRASP  :punch  :punches:1:2:BLUDGEON][ATTACKFLAG_WITH]
   [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]
   [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]
   [SIZE:6]
   [FAT:2]
   [EQUIPS]
   [NOCTURNAL]
   [CRAFTSMAN_NAME:craftsgoblin:craftsgoblins]
   [FISHERMAN_NAME:goblin fishcatcher:goblin fishcatchers]
   [HAMMERMAN_NAME:goblin hammerer:goblin hammerers]
   [SPEARMAN_NAMEgoblin dragoon:goblin dragoons]
   [CROSSBOWMAN_NAME:goblin sniper:goblin snipers]
   [AXEMAN_NAME:goblin choppa:goblin choppas]
   [SWORDSMAN_NAME:goblin warrior:goblin warriors]
   [MACEMAN_NAME:goblin smasher:goblin smashers]
   [PIKEMAN_NAME:goblin impaler:goblin impalers]
   [BOWMAN_NAME:goblin archer:goblin archer]
   [SPEECH:goblin.txt]
   [STANDARD_FLESH]
   [HOMEOTHERM:10067]
   [LAYERING:40]
   [ALCOHOL_DEPENDENT]
   [SWIMS_LEARNED][SWIM_SPEED:2500]
   [PERSONALITY:ANGER:25:75:100]
   [PERSONALITY:IMMODERATION:50:75:100]
   [PERSONALITY:EXCITEMENT_SEEKING:0:60:100]
   [PERSONALITY:CHEERFULNESS:0:40:90]
   [PERSONALITY:ALTRUISM:0:25:50]
   [PERSONALITY:MODESTY:0:40:90]
   [PERSONALITY:SYMPATHY:0:25:50]

And this over goblins in Entity_Default

code:
 [ENTITY:EVIL]
   [PLAINS_SETTLEMENTS]
   [CREATURE:GOBLIN]
   [CIV_CONTROLLABLE]
   [INDIV_CONTROLLABLE]
   [TRANSLATION:GOBLIN]
   [DIGGER:ITEM_WEAPON_PICK]
   [WEAPON:ITEM_WEAPON_WHIP]
   [WEAPON:ITEM_WEAPON_AXE_BATTLE]
   [WEAPON:ITEM_WEAPON_HAMMER_WAR]
   [WEAPON:ITEM_WEAPON_SWORD_SHORT]
   [WEAPON:ITEM_WEAPON_SPEAR]
   [WEAPON:ITEM_WEAPON_MACE]
   [WEAPON:ITEM_WEAPON_CROSSBOW]
      [AMMO:ITEM_AMMO_BOLTS]
   [WEAPON:ITEM_WEAPON_BOW]
      [AMMO:ITEM_AMMO_ARROWS]
   [WEAPON:ITEM_WEAPON_PIKE]
   [WEAPON:ITEM_WEAPON_HALBERD]
   [WEAPON:ITEM_WEAPON_SWORD_2H]
   [WEAPON:ITEM_WEAPON_SWORD_LONG]
   [WEAPON:ITEM_WEAPON_MAUL]
   [WEAPON:ITEM_WEAPON_AXE_GREAT]
   [WEAPON:ITEM_WEAPON_DAGGER_LARGE]
   [WEAPON:ITEM_WEAPON_SCOURGE]
   [WEAPON:ITEM_WEAPON_FLAIL]
   [WEAPON:ITEM_WEAPON_MORNINGSTAR]
   [WEAPON:ITEM_WEAPON_SCIMITAR]
   [ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]
   [ARMOR:ITEM_ARMOR_CHAINMAIL:COMMON]
   [ARMOR:ITEM_ARMOR_LEATHER:COMMON]
   [ARMOR:ITEM_ARMOR_CLOAK:COMMON]
   [ARMOR:ITEM_ARMOR_TUNIC:COMMON]
   [ARMOR:ITEM_ARMOR_ROBE:COMMON]
   [HELM:ITEM_HELM_HELM:COMMON]
   [HELM:ITEM_HELM_CAP:COMMON]
   [HELM:ITEM_HELM_HOOD:COMMON]
   [HELM:ITEM_HELM_MASK:UNCOMMON]
   [GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
   [GLOVES:ITEM_GLOVES_GLOVES:COMMON]
   [SHOES:ITEM_SHOES_SHOES:COMMON]
   [SHOES:ITEM_SHOES_BOOTS:COMMON]
   [SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
   [SHOES:ITEM_SHOES_SANDAL:COMMON]
   [SHOES:ITEM_SHOES_SOCKS:COMMON]
   [PANTS:ITEM_PANTS_PANTS:COMMON]
   [PANTS:ITEM_PANTS_GREAVES:COMMON]
   [PANTS:ITEM_PANTS_LEGGINGS:COMMON]
   [PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
   [SHIELD:ITEM_SHIELD_SHIELD]
   [SHIELD:ITEM_SHIELD_BUCKLER]
   [SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
   [TOY:ITEM_TOY_AXE]
   [TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
   [TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
   [TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
   [TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
   [TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
   [INSTRUMENT:ITEM_INSTRUMENT_DRUM]
   [BABYSNATCHER]
   [CLOTHING]
   [SUBTERRANEAN_CLOTHING]
   [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]
   [STONE_PREF]
   [USE_CAVE_ANIMALS]
   [USE_EVIL_ANIMALS]
   [USE_ANIMAL_PRODUCTS]

There may be some bugs, I'll test it now...

[ December 01, 2007: Message edited by: Metal Chao ]

[ December 01, 2007: Message edited by: Metal Chao ]

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Cosmonot

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Re: Playable goblins
« Reply #3 on: December 01, 2007, 05:44:00 pm »

Your goblins will only eat meat because of [BONECARN]. They also won't tell you this and you'll have to figure it out for yourself if you don't see this.
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Metal Chao

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Re: Playable goblins
« Reply #4 on: December 01, 2007, 05:56:00 pm »

Nono, you're thinking of carnivore.
Bonecarn just means that they are capable of eating bones, and doing so makes them happy.
It also means they may asphyxiate to death by getting the bone stuck in their throat.
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MindSnap

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Re: Playable goblins
« Reply #5 on: December 02, 2007, 02:55:00 am »

I've been trying this, but with a few differences. Some questions and comments too. (in order of appearance)

1. I like your names for the goblin soldiers. Goblin smashers? Awesome!

2. What does [LAYERING:40] do? the default is 10.

3. My goblins don't have access to alcohol, so [ALCOHOL_DEPENDENT] is dangerous. I added a "bloodsack" plant which make bloodwine for them to drink, but they don't seem to take that either from the start menu. here's the code:

code:

matgloss_plant_bloodsack

[OBJECT:MATGLOSS]

[MATGLOSS_PLANT:SACK_BLOOD]
[TILE:232][COLOR:4:0:0]
[NAME:bloodsack][NAME_PLURAL:bloodsacks]
[GROWDUR:250]
[VALUE:1]
[DRINK:bloodwine:4:0:0]
[DRINKVALUE:2]
[GENPOWER:2]
[SPRING][SUMMER][AUTUMN][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:10]
[PREFSTRING:squishy contents]
[EVIL][WET][DRY][BIOME_SUBTERRANEAN_CHASM]


4. I left them as [MOUNTAIN_SETTLEMENTS]. What does [PLAINS_SETTLEMENTS] actually do? I used it to trade with the dwarves when I played as humans. I was thinking that goblins wouldn't trade with other races much (except evil humans, and other goblins when they weren't at war with each other)

5. Are both [CIV_CONTROLLABLE] and [INDIV_CONTROLLABLE] required to play both fort and adventure mode? When I added just the civ, they showed up for adventure mode.

6. I tried changing goblins to [SIEGER]s rather than [BABYSNATCHER]s, but it kept getting rejected when I made a new world.

7. What do [METAL_PREF] and [STONE_PREF] do? make them have preferences re:stones/metals?

8. I tried adding [COMMON_DOMESTIC_PACK] and [COMMON_DOMESTIC_PULL] so that my goblins could ranch instead of growing stuff.

9. one last thought: would giving goblins [INDOOR_FARMING] let them take alcohol and plants with them on start, as well as letting them farm?

My plans are to find myself a glacial magma vent and build a iron tower out of melted-down armor from dwarves, humans and enemy goblins. any ideas how to make this possible?

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Kagus

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Re: Playable goblins
« Reply #6 on: December 02, 2007, 05:10:00 am »

Goblins are not Dwarves.  Alcohol dependency is not acceptable.

Sure, there's nothing wrong with drinking the spoils of war.  But really...


I think the [*_SETTLEMENTS] tag just effects the forts that are placed by the game on world generation.  In the plains, or hugging mountains.

[METAL_PREF] and [STONE_PREF] allow them to have favorite metals and stones.  Just like Dwarves.

I've been trying to figure out some way of getting the goblins to take animals with them, but I'm kind of stumped.  I was hoping on being able to breed trolls for pets and defense, and have nice giant rat farms for food.

Metal Chao

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Re: Playable goblins
« Reply #7 on: December 02, 2007, 08:33:00 am »

1) Thankyou 0:

2) Not really sure what layering is myself 0:

3) I did once make a race with on alcohol dependancy, but the problem is that without the alcohol tag they cannot actually drink alcohol at all.
Which means that you need a river, and if it freezes then you're dead.

4) If you leave it as mountain settled, it swaps randomly between Goblin and Dwarf. If you set it to plains or forest then you can choose by changing your civilization on the embark screen.

5) I think so. You might be right though.

6)No idea about that. I left BABYSNATCHER in because I still wanted them to appear and steal babies when you play as Dwarves.

7) Metal Pref and Stone Pref just allow them to bring metal and stone with them at the start.

8) Good idea

9) Probably

Tower idea sounds fun.
It will take AGES though.

I reccomend settling in a human town instead, with lots of trees.
I'll try to add in giant rats and things for you at some point.

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MindSnap

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Re: Playable goblins
« Reply #8 on: December 02, 2007, 11:47:00 am »

I tried some of that stuff.

2. I was looking at muskoxes (to see if I could take them with me to ranch) and I ssaw that they have [LAYERING: 200], so it mught be something to do with warmth/no freezing.

3. I had some humans that drank alcohol without the dependancy tag, but at least one of them later developed it. (it was the sheriff) If I start on a glacier, my only source of drinks will be alcohol anyways.

4. I removed the [civ_playable] from dwarves, so that isn't an issue.

6. I'm going to leave the babysnatcher tag alone.

7. Ahh... thanks.

8. It let me take muskox when I chose a civ with access to tundra. they count as pack animals.

9. The farming tag let them take dwarven plants, as well as dwarven booze. I had to alter my bloodsacks (removed the [evil] tag) so that I could use them as one of the civs on my current maps.

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Metal Chao

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Re: Playable goblins
« Reply #9 on: December 02, 2007, 11:52:00 am »

So do you think they should be able to farm?
It makes more sense if they don't >_>

And they probably can drink then, but they can't bring the stuff with them so you'll need to start brewing ASAP.

I am making bone blocks at the moment.
Or, attempting to.

EDIT: No, I can't do that >_>

...

Anyone know where the beak dog code is? I can't find it.

[ December 02, 2007: Message edited by: Metal Chao ]

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Metal Chao

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Re: Playable goblins
« Reply #10 on: December 02, 2007, 12:36:00 pm »

code:
 
[CREATURE:RAT_GIANT]
   [NAME:giant rat:giant rats:giant rat]
   [TILE:249][COLOR:0:0:1]
   [PETVALUE:30]
   [PREFSTRING:friendliness]
   [PREFSTRING   :D )
http://files.filefront.com/goblinsrar/;9174343;/fi

Warning, currently untested >_>
(The creatures. I know the goblins work)

Edit: Currently broken.
Working on fix...

[ December 02, 2007: Message edited by: Metal Chao ]

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MindSnap

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Re: Playable goblins
« Reply #11 on: December 02, 2007, 01:33:00 pm »

As mentioned before, I want to use these goblins on a glacier with a magma vent. Drinking is a problem on these maps, and farming is the only way I know of around it. Of course, farming on a glacier is difficult anyways.

Given my requirements, I think that goblins can farm, as long as they farm things with "blood", "death" or "skull" in their names, and only brew them.

Currently I'm trying to get my goblins to take bloodsack seeds with them. It might be because I changed their clustersize to 10.

I think that a farming tag is required to even take plants, drinks etc. with you because you can only take things that your civ has access to.

Too bad you can't make bone blocks. Do you know why you can't?

I like the rats, but why are they mounts? I would leave out the wargs and just keep beak dogs. Are wartrolls the trained versions of normal trolls?

FYI: the [BIOME_SUBTERRANEAN_CHASM][EVIL] tags make it rare that a goblin civ has access to them.

How did you change beakdogs?

What does the [NATURAL] tag do?

Has anyone tried these for long enough to get traders? How do you make the good races start out at war with goblins? is that the default?

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Metal Chao

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Re: Playable goblins
« Reply #12 on: December 02, 2007, 01:49:00 pm »

Wartroll is just the entity name.
Ingame it's just called a troll.
It's just because I didn't want to edit the default troll code >_>

You can always gather stuff to make things, but if you put farming on it's all plants or no plants, unfortunately.

I can't remember what natural is.

Rats are mounts because I edited them from horses and I forgot to remove that tag.
Also all the costs are currently really messed up.

All I did to beakdogs was make them able to be brought with you at the start.

I can't make bone blocks because there is no "bone" material in the matgloss or item files.
Which means I can't reference them to make blocks out of them. Bones are hardcoded.
It annoys me ):

Anyway, working download almost done.
Currently it messe up dwarves and turns them into a random creature which crashes when you try to use it. No idea why.
For this reason I'm putting them back to mountain settlers and it'll be random if it's Dwarves or Goblins.

Never tried them long enough to get traders. And you'll be at war with goblins whoever you are, unfortunately.

[ December 02, 2007: Message edited by: Metal Chao ]

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MindSnap

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Re: Playable goblins
« Reply #13 on: December 02, 2007, 02:13:00 pm »

I assume it's the [COMMON_DOMESTIC] tag that lets you take beak dogs?

Too bad about bones, maybe if we lobby toady we can get that changed. Could you try modding reactions so that instead of "make bone armor" it makes blocks or something similar? that stuff is already in, so having it create bone blocks instead of another item might work.

I think i'm giving up on playing on a glacier. I'll try some other sort of desolate place, maybe a wasteland or desert. I play on a laptop, so small simple areas are preferable.

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Metal Chao

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Re: Playable goblins
« Reply #14 on: December 02, 2007, 02:16:00 pm »

quote:
Originally posted by MindSnap:
<STRONG>I assume it's the [COMMON_DOMESTIC] tag that lets you take beak dogs?

Too bad about bones, maybe if we lobby toady we can get that changed. Could you try modding reactions so that instead of "make bone armor" it makes blocks or something similar? that stuff is already in, so having it create bone blocks instead of another item might work.

I think i'm giving up on playing on a glacier. I'll try some other sort of desolate place, maybe a wasteland or desert. I play on a laptop, so small simple areas are preferable.</STRONG>


The only reactions you can make or edit are the ones for the smelter I'm afraid, otherwise it'd be easy/

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