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Author Topic: Playable goblins  (Read 2309 times)

Metal Chao

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Re: Playable goblins
« Reply #15 on: December 02, 2007, 02:32:00 pm »

Goblin Civ.
With farming.
With alcohol dependancy.

Creatures:

Warg, Troll, Giant Rat
Prices are odd but I can't fix them any more than I already have.

Will not overwrite anything.
(Unless you want beakdogs. The code for them is in a readme file)

http://files.filefront.com/Goblinrar/;9175083;/fil

Note: Once while playing, one of my goblins spontaneously combusted as soon as I started, leaving several tiles of boiling leather and giving me the death notice that he had frozen to death.
I've never been able to replicate this, but it may happene again >_>

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

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MindSnap

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Re: Playable goblins
« Reply #16 on: December 02, 2007, 03:17:00 pm »

It seems that if a creature is trainable, then the cost in the raws is the cost of the trained version, while the untrained version costs half as much.

[EDIT: "twice" =/= "half"]

[ December 02, 2007: Message edited by: MindSnap ]

[ December 02, 2007: Message edited by: MindSnap ]

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Metal Chao

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Re: Playable goblins
« Reply #17 on: December 02, 2007, 03:42:00 pm »

I know that, it's the rats I'm annoyed with.
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Ryke Masters

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Re: Playable goblins
« Reply #18 on: December 03, 2007, 01:25:00 pm »

Seems to me that with just a bit of cooperation from Toady, a much better goblin civ could be put in. We'll just have to wait, though, I mean you never know, but I doubt he'll just pop up tomorrow with a way to have them drink alcohol without being dependant, and how to ranch properly and how to make bone blocks.
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Metal Chao

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Re: Playable goblins
« Reply #19 on: December 03, 2007, 01:32:00 pm »

Yeah.
Anyway, unless I get more suggestions I am done with Goblin Mod.

Stuff I might make if it's wanted are some more goblin-ish items.
And more creatures. Creature modding is most fun.

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MindSnap

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Re: Playable goblins
« Reply #20 on: December 03, 2007, 03:29:00 pm »

My goblins drink alcohol without them being dependent on it. I'm not sure why they wouldn't.

[EDIT: added my modifications]

Here is what I'm using:   http://files.filefront.com/Mindsnap+goblin+modrar/;9183429;/fileinfo.html

the changes:

made goblins playable, have preferences, farm and be able to take pack/domestic animals, changed goblin soldier titles, made trolls green, takeable, trainable and have a price, did the same to beak dogs minus the green.

I also added a brewable-only plant called the bloodsack. It's not very valuable, grows very quickly and apparently has a squishy contents. I would imagine that this is all that goblins would grow. I added it so that I could play in inhospitable environments and not act like dwarves.

Just move to your raw\objects file and overwrite. it will change them permanently, so I suggest you make a new copy of DF.

The one bug is that I can't seem to find any evidence of a dwarven civilization. I also haven't found out if the humans, elves or goblins seige you yet.

[ December 03, 2007: Message edited by: MindSnap ]

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Metal Chao

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Re: Playable goblins
« Reply #21 on: December 03, 2007, 03:35:00 pm »

quote:
Originally posted by MindSnap:
<STRONG>My goblins drink alcohol without them being dependent on it. I'm not sure why they wouldn't.</STRONG>

Yes. I have said this.
You do, however, need dependancy if you want to bring alcohol with you from the embark screen.

At least as far as I've seen.

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MindSnap

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Re: Playable goblins
« Reply #22 on: December 03, 2007, 03:53:00 pm »

quote:
Originally posted by Metal Chao:
<STRONG>

Yes. I have said this.
You do, however, need dependancy if you want to bring alcohol with you from the embark screen.

At least as far as I've seen.</STRONG>


That's really odd. Mine take it with them anyways.

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Metal Chao

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Re: Playable goblins
« Reply #23 on: December 03, 2007, 04:10:00 pm »

I guess I just missed it then.

Well, I'd better remove the dependency tag...

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Fleeb

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Re: Playable goblins
« Reply #24 on: December 04, 2007, 08:42:00 am »

Doh. Ignore this.

[ December 04, 2007: Message edited by: Fleeb ]

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jnecros

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Re: Playable goblins
« Reply #25 on: December 12, 2007, 04:45:00 pm »

Ok, I am a newb. First post even..
I tried both metal chao and mindsnap versions. DF crashes. I am using DR's tileset is that the issue? Or am I doing something else to retard it up?

Also just wondering: Is there a way to create other civs, such as evil human, while keeping the original humans to spice things up? Also
[ENTITY:SKULKING], can I create another race with this tag and set them to plains?

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Metal Chao

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Re: Playable goblins
« Reply #26 on: January 31, 2008, 04:09:00 pm »

I have decided to do more work with this, adding more animals and goblin related items (toys/weapons/etc).
Then probably I'll try and make a goblin community fortress.
I'd post what I've changed so far, but there isn't much.

After a few months I've finally got around to removing alchohol dependency though  ;)

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Hague

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Re: Playable goblins
« Reply #27 on: January 31, 2008, 04:13:00 pm »

The best bet for playing alternate races is to keep the [CIV_CONTROLLABLE] token in the dwarven entity, generate your world and then move the token to whatever race you wish to play.
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Sean Mirrsen

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Re: Playable goblins
« Reply #28 on: January 31, 2008, 04:19:00 pm »

I'm playing a Dark Elven fort. No problems so far, except the damn buggers disregard all animals that exist, including skeletal rhesus macaques and ogres...
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Squeegy

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Re: Playable goblins
« Reply #29 on: January 31, 2008, 11:05:00 pm »

I've compiled these all into a mod, not perfect yet.

The Goblins Mod

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