Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: MegaBeast Civilizations Mod [V1]  (Read 1431 times)

Servant Corps

  • Bay Watcher
    • View Profile
MegaBeast Civilizations Mod [V1]
« on: August 25, 2008, 03:47:01 pm »

While I still am suffering in building my first Drawf Fortress, it seems modding looks to be very, very easy for me to do. So, while I am building my Fortress of mine, I'm also doing a small modification: I am converting each of the Megabeasts to be its own civilizations.

Implemented Megabeast Civs:
*Dragons
*Titan
*Hydra
*Bronze colossus

Megabeast Civs In Progress (Outdated Information, Please Don't Rely On It, At All, Only Peserved For Historical Sake):
Spoiler (click to show/hide)
***
VERSION 1

Raw Files For Implementing MegaBeast Civilization (Copy this and paste the following code inside the Entity_default.txt)
Spoiler (click to show/hide)

Slavery (Copy and paste this into the Creatures_default.txt)
Spoiler (click to show/hide)
« Last Edit: September 25, 2008, 11:02:02 pm by Servant Corps »
Logged
I have left Bay12Games to pursue a life of non-Bay12Games. If you need to talk to me, please email at me at igorhorst at gmail dot com.

Untelligent

  • Bay Watcher
  • I eat flesh!
    • View Profile
Re: MegaBeast Civilizations Mod [Need Help, In Progress]
« Reply #1 on: August 25, 2008, 08:53:02 pm »

Unicorns are not megabeasts. There is nothing in the raw files that would indicate they are megabeasts.
Logged
The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

magikarcher

  • Bay Watcher
  • Competent Poster
    • View Profile
Re: MegaBeast Civilizations Mod [Need Help, In Progress]
« Reply #2 on: August 26, 2008, 02:21:08 pm »

Uhh... Yeah there is... Look:
Code: [Select]
[CREATURE:UNICORN]
[NAME:unicorn:unicorns:unicorn]
[TILE:'U']
[COLOR:7:0:1]
[MODVALUE:10]
[PETVALUE:1000]
[PREFSTRING:association with goodly lands]
[PREFSTRING:surprising brutality]
[PREFSTRING:mysterious beauty]
[PREFSTRING:selfless yet solitary nature]
[PREFSTRING:white, spiral horns]
[PREFSTRING:horns]
[LARGE_ROAMING]
[GENPOWER:4]
[BENIGN]
[MEANDERER]
[PET_EXOTIC]
[TRAINABLE]
[BODY:QUADRUPED2:TAIL_SMALL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:NECK:THROAT:SPINE:BRAIN:HEAD_HORN:MOUTH:4LEG_JOINTS]
[BODYGLOSS:HOOF]
[MOUNT]
[POPULATION_NUMBER:15:30]
[CLUSTER_NUMBER:3:7]
[SIZE:9]
[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE]
[ATTACK:MAIN:BYTOKEN:HEAD_HORN:stab:stabs:1:6:PIERCE][ATTACKFLAG_WITH]
[ATTACK:SECOND:BYTYPE:STANCE:kick:kicks:1:2:BLUDGEON][ATTACKFLAG_WITH]
[FAT:5]
[DIURNAL]
[GOOD]
[BIOME:FOREST_TAIGA]
[BIOME:ANY_TEMPERATE_FOREST]
[BIOME:ANY_TROPICAL_FOREST]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:SHRUBLAND_TROPICAL]
[STANDARD_FLESH]
[HOMEOTHERM:10067]
[LAYERING:100]
[SWIMS_INNATE]
[SWIM_SPEED:2500]

I mean seriously, that is one cool unicorn. Right there, the LAYERING:100. That is alot of layers, meaning its emotionally complex. Giants are emotionally complex too, in that they are always angry. Duh.  :P
Logged

Neoskel

  • Bay Watcher
  • Read or the owl will eat you.
    • View Profile
Re: MegaBeast Civilizations Mod [Need Help, In Progress]
« Reply #3 on: August 26, 2008, 08:52:46 pm »

Um, it's missing the one tag that denotes a megabeast in the raws. [MEGABEAST]. Duh.

Layering is just how well they can survive cold temperatures. (I think you know that already.)

What ever gave you the idea that they where megabeasts in the raws?

Also, the reason dragons can't communicate is because they don't have [CAN_SPEAK] or a tag that implies that.
« Last Edit: August 26, 2008, 08:55:31 pm by Neoskel »
Logged
Urist Mcsurvivalist has been accosted by edible vermin lately.

Goblins: The fourth iron ore.

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile
Re: MegaBeast Civilizations Mod [Need Help, In Progress]
« Reply #4 on: August 27, 2008, 10:49:24 am »

Also also, Megabeast entities are, though somewhat underused and underdeveloped, but still a part of the Martial Arts mod, available separately with Modbase.
Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: MegaBeast Civilizations Mod [Need Help, In Progress]
« Reply #5 on: August 27, 2008, 11:35:27 am »

I thought "when the Sean is gonna tell this" :).
Yeah, this has already been made and is a component of modpack for the ModBase.
However I think it was not tweaked (no slavery attitudes, inter-racial tweaks etc.).
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile
Re: MegaBeast Civilizations Mod [Need Help, In Progress]
« Reply #6 on: August 27, 2008, 12:01:23 pm »

Yes, hence the underused and underdeveloped. I don't mind someone else doing it, really. Just keep in mind that it messes up worldgen megabeast counters. As in, megabeasts living in entities no longer count as megabeasts.
Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Servant Corps

  • Bay Watcher
    • View Profile
Re: MegaBeast Civilizations Mod [Need Help, In Progress]
« Reply #7 on: August 27, 2008, 02:07:30 pm »

Yeah, I just check the raws again and I saw no [MEGABEAST] tag for unicorns. Must have been tired when I looked at the raws. Sorry for that. Look like unicorns won't count. I think there may be other races that do have the "megabeast" tag who are not part of the offical list though, but I'm going to want to doublecheck next time just to make sure I don't make the same error.

Sean: Thanks for the tip about the fact that it might mess up worldgen megabeast counters. However, it also appears that some "megabeasts" get spawned outside of Enities, so it might be fine regardless. I did it because I thought that such a mod wasn't made yet, so it is okay if you complete it, if you want to.

Neoskel: Also, thanks.
« Last Edit: August 27, 2008, 02:13:44 pm by Servant Corps »
Logged
I have left Bay12Games to pursue a life of non-Bay12Games. If you need to talk to me, please email at me at igorhorst at gmail dot com.

Servant Corps

  • Bay Watcher
    • View Profile
Re: MegaBeast Civilizations Mod [Need Help, In Progress]
« Reply #8 on: September 15, 2008, 02:29:04 pm »

Alright, all the megabeasts has been modded in, with the exception of Hydras. It seems that since Hydras live in the sea, they can't build any starting location, right? Once I get that fixed, I'll upload the file.

Also, I have managed to find a way to jury-rig in slavery. Each sentient race has a seperate "barbaric" race that is very similar to that other race except that it can't form any civilization. You got Barbarains (Humans), Dark Dragons, Dark Hydras, etc. I can't remember all their names. All you have to do is encounter one of these wild beasts and tame them.
Logged
I have left Bay12Games to pursue a life of non-Bay12Games. If you need to talk to me, please email at me at igorhorst at gmail dot com.

Servant Corps

  • Bay Watcher
    • View Profile
Re: MegaBeast Civilizations Mod [V1]
« Reply #9 on: September 25, 2008, 11:02:39 pm »

It is finally, FINALLY over. I have modded in all the Megabeasts, and release V1, with the hope that the mod wasn't a total waste.
Logged
I have left Bay12Games to pursue a life of non-Bay12Games. If you need to talk to me, please email at me at igorhorst at gmail dot com.