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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 431224 times)

Defeatist Elitist

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4230 on: October 30, 2011, 05:46:15 pm »

No probs, and I think I found your issue.  BODY_WITH_HEAD_FLAG is defined as category HEAD not category BODY.  Try changing your attack to be ...:BY_CATEGORY:HEAD instead of ...:BY_CATEGORY:BODY.

  Alright, that makes sense.  After looking in body_default.txt I think I'll probably just define a new bodytpe/change bodytype so I have multiple body parts.  Thanks a bunch!
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Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4231 on: October 30, 2011, 05:46:44 pm »

Happy to help :)
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Defeatist Elitist

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4232 on: October 30, 2011, 06:04:11 pm »

And yeah, it's working perfectly now.  One more question though, if it's not too much trouble.

  I've heard that if I make a creature type a Carnivore, all creatures of that type will die during world gen unless I make it so that they don't need to eat?  Is this true, and if so, is there any way to get around it without just making my Worms not need to eat?
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trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4233 on: October 30, 2011, 06:08:25 pm »

It'll only happen to intelligent and civilized creatures, ie dwarves. Your worms will be just fine unless you want them to siege or something.
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Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4234 on: October 30, 2011, 06:10:30 pm »

That's only for entity creatures like dwarves and kobolds and such.  General wildlife and monsters (like your worm) will get along just fine.

And that pretty much is the only solution for carnivore civs.  But you can remove the no eat and drink tags after worldgen in the save file to make them require food again with no issue.
« Last Edit: October 30, 2011, 06:12:08 pm by Greiger »
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Defeatist Elitist

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4235 on: October 30, 2011, 06:12:12 pm »

  So as long as they're not a Civ species, they can be Carnivores?  Sounds good.  Thanks again.

EDIT:  Though this does sort of put a damper on my plans for making an Ilithid civilization.  8[
« Last Edit: October 30, 2011, 06:17:13 pm by Defeatist Elitist »
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4236 on: October 30, 2011, 08:32:56 pm »

What would be a good skill to use for a weapon that I don't want to use current skills? I want to use a skill that isn't gained normally so I can change the name of the skill in the creature raw.

Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4237 on: October 30, 2011, 08:45:31 pm »

DRUID seems to be a common choice.  I'm pretty sure it's still valid.

EDIT: Sorry I was looking at the wrong thing.  it's MAGIC_NATURE
« Last Edit: October 30, 2011, 08:47:35 pm by Greiger »
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4238 on: October 30, 2011, 08:47:09 pm »

So just use DRUID for both the unit type and weapon skill?

EDIT: or rather MAGIC_NATURE for weapon skill

Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4239 on: October 30, 2011, 08:49:47 pm »

Yea that should work.  Of course I haven't tested it myself, but I've heard of it's use for what you are trying to do, and only elves (and even then only leader elves) ever have it vanilla.

I would try both for the unit.  DRUID is the job token, MAGIC_NATURE is the skill token, for some reason my mind is blanking on what is used when renaming a profession in an entity critter.
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4240 on: October 30, 2011, 08:58:37 pm »

The wiki has nothing on druid under unit type tokens, which is my problem

Trapezohedron

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4241 on: October 30, 2011, 08:58:59 pm »

Or you could try MILITARY_TACTICS, if you're running out of space. Just remember to rename it via CASTE_PROFESSION_NAMEs.
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4242 on: October 30, 2011, 09:00:01 pm »

So many castes!!!!!

I guess subjugglators will have to go gamblignant for now...

AAAANNNnnnd there's no unit type for military tactics, either, apparently

I guess I'm being a bit flippant or some word like that that isn't coming into my head (I get malaproper in my prose/word choice when I'm sick) about this, since I don't think there will ever be any way I would be able to get my legendary gamblignant to be anything other than a "recruit"
« Last Edit: October 30, 2011, 09:05:18 pm by Putnam »
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Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4243 on: October 30, 2011, 09:23:16 pm »

Ah my bad on the druid job type.  When I brought up the list turns out it was the old 40D list, which has druid as # 81.  Druid indeed does not seem to exist as a unit in 2010.   Unfortunate, sorry about that.

Might be able to get away with lasher or theif(daggers) if you aren't using those.
« Last Edit: October 30, 2011, 09:25:28 pm by Greiger »
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4244 on: October 30, 2011, 11:00:14 pm »

Well, to get around whips would be a problem. It would be ignoring one of the characters the mod is build around--something that I simply can't do:


Thief, thief, thief, THIEF THIEF HAHA! Fits perfectly! Like a glove! A PIRATE glove!

...

except that there is apparently no thief skill >_<

The dagger skill is called knife user
« Last Edit: October 30, 2011, 11:05:15 pm by Putnam »
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