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Author Topic: Yet another modding help post  (Read 516 times)

Sysice

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Yet another modding help post
« on: September 15, 2009, 12:18:16 am »

I'm trying to mod in a new civ and corresponding megabeast. I haven't tested the megabeast, but the civ doesn't show up in either of the seasons it is supposed to, for both years I tested it. Here is the raw creature entry:
Spoiler (click to show/hide)

And here is the entity default entry:
Spoiler (click to show/hide)

My mod-fu was weak when I made this, so it was mostly just copying and pasting things, then tweaking them. (I can now make an entire new entry on my own, yay!)

EDit: more info, they build cities but but no caravans ever come.
« Last Edit: September 15, 2009, 12:41:32 am by Sysice »
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Haspen

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Re: Yet another modding help post
« Reply #1 on: September 15, 2009, 02:24:08 am »

You lack [PROGRESS_TRIGGER_X] i think.

Lookey here, similar problem.
http://www.bay12games.com/forum/index.php?topic=41911.msg762851#msg762851

PS: You have [trANSLATION] in your civ's raw ;)
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Johnny Chthonic

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Re: Yet another modding help post
« Reply #2 on: September 15, 2009, 04:12:00 am »

I assume you want your race to attack/trade during winter and summer?

Hence    [ACTIVE_SEASON:SUMMER]   [ACTIVE_SEASON:WINTER], right?

Can you be a little more specific with your question?

Progress triggers will encourage races to attack you. The babysnatcher item_thief tags will make them send babysnatchers and thieves first, respectively, and depending on the success they will attack you more. Removing CAN_SPEAK will make them always attack everyone.

I guess I'm not really sure what you want to happen.
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Sysice

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Re: Yet another modding help post
« Reply #3 on: September 15, 2009, 10:46:28 am »

I want them to trade with me in the summer and winter.
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I managed to make a dog that bled bees.
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Imagine evil grass that looks like a mass of wriggling worms. Happy holidays!

Deon

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Re: Yet another modding help post
« Reply #4 on: September 15, 2009, 10:48:45 am »

[CREATURE:OCTARINE GOLEM] may be the problem.

Try [CREATURE:OCTARINE_GOLEM] instead, tags cannot consist of two words.

Also, always check your errorlog.txt.
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Arrkhal

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Re: Yet another modding help post
« Reply #5 on: September 15, 2009, 07:19:12 pm »

[PROGRESS_TRIGGER_X] tokens make a race attack or trade with you, depending on relations at embark.  There's also a certain random element, and it can sometimes take several years for a race to show up to trade or siege.

Also, the babysnatcher and item_thief tokens do more than just cause them to send thieves rather than siege.  They also make a race semi-hostile to you by default (red --- at embark).  Remove babysnatcher from the gobbos, for instance, and they won't baby snatch or ambush you whatsoever, and they'll send a yearly caravan carrying cloth and meat.  They basically turn into elves v.1.5 if you do that.
« Last Edit: September 15, 2009, 07:21:37 pm by Arrkhal »
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Sysice

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Re: Yet another modding help post
« Reply #6 on: September 15, 2009, 11:15:41 pm »

So, I need  a progress trigger:1 tag and a creature:Octarine_golem heading. Haspen, you were a little unclear, should I remove the translation tag or not?
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I managed to make a dog that bled bees.
Quote from: Threetoe
Imagine evil grass that looks like a mass of wriggling worms. Happy holidays!