Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Undead Race  (Read 1186 times)

sdu

  • Bay Watcher
    • View Profile
Undead Race
« on: November 12, 2008, 03:39:49 pm »

Copy and paste these into the relevant files, gen a new world and you're good to go:

creature_standard:

Spoiler (click to show/hide)

entity_default:

Spoiler (click to show/hide)

The attacks can be pretty brutal in terms of numbers. I tweaked with some of the starting stats for civs (gave other civs less starting breeders and less max civs etc to give the undead the advantage).


Logged

KaelGotDwarves

  • Bay Watcher
  • [CREATURE:FIRE_ELF]
    • View Profile
Re: Undead Race
« Reply #1 on: November 12, 2008, 03:55:32 pm »

For the record, undead should probably have [FIXED_TEMP:xxxxx] and no [STANDARD_FLESH] tag.

Footkerchief

  • Bay Watcher
  • The Juffo-Wup is strong in this place.
    • View Profile
Re: Undead Race
« Reply #2 on: November 12, 2008, 04:24:55 pm »

What does STANDARD_FLESH actually do?
Logged

KaelGotDwarves

  • Bay Watcher
  • [CREATURE:FIRE_ELF]
    • View Profile
Re: Undead Race
« Reply #3 on: November 12, 2008, 10:27:44 pm »

It makes creatures act like they have "flesh" - ie: they will freeze to death or burn.

Earthquake Damage

  • Bay Watcher
    • View Profile
Re: Undead Race
« Reply #4 on: November 12, 2008, 10:29:51 pm »

For the record, undead should probably have [FIXED_TEMP:xxxxx] and no [STANDARD_FLESH] tag.

Ghosts and other incorporeal undead may work with FIXED_TEMP, but classic zombies should instead use STANDARD_FLESH (for the implied density and other factors) followed by COLDDAM_POINT:NONE.  No freezy.  Yes burny.

Also, STANDARD_FLESH does not just make them freeze to death or burn.  It implies a set of default values for primarily temperature values, but also AFAIK density.  It includes AFAIK the whole suite of animal product temperature settings (extracts, silk, leather, bone, etc).  I think it also overrides any settings defined before itself.  So add any exceptions after STANDARD_FLESH.
« Last Edit: November 12, 2008, 10:32:35 pm by Earthquake Damage »
Logged

Squeegy

  • Bay Watcher
  • I don't really have any answers for you.
    • View Profile
Re: Undead Race
« Reply #5 on: November 12, 2008, 10:31:07 pm »

Dude, put all those [NO-] tags on one line. Much neater.
Logged
I think I'm an alright guy. I just wanna live until I gotta die. I know I'm not perfect, but God knows I try.
Kobold Name Generator
⚔Dueling Blades⚔
Fertile Lands
The Emerald Isles

sdu

  • Bay Watcher
    • View Profile
Re: Undead Race
« Reply #6 on: November 14, 2008, 09:55:19 am »

Yeah i didnt realise that you could have tags on the same line really.

I tried messing with the temp and on the next siege all the undead instantly turned to piles of bones so I left it as is ;)
Logged

Footkerchief

  • Bay Watcher
  • The Juffo-Wup is strong in this place.
    • View Profile
Re: Undead Race
« Reply #7 on: November 16, 2008, 12:27:26 am »

For the record, undead should probably have [FIXED_TEMP:xxxxx] and no [STANDARD_FLESH] tag.

Ghosts and other incorporeal undead may work with FIXED_TEMP, but classic zombies should instead use STANDARD_FLESH (for the implied density and other factors) followed by COLDDAM_POINT:NONE.  No freezy.  Yes burny.

Also, STANDARD_FLESH does not just make them freeze to death or burn.  It implies a set of default values for primarily temperature values, but also AFAIK density.  It includes AFAIK the whole suite of animal product temperature settings (extracts, silk, leather, bone, etc).  I think it also overrides any settings defined before itself.  So add any exceptions after STANDARD_FLESH.

Oh okay, interesting.  Although I guess that tag is likely to disappear in the next version.
Logged