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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 431076 times)

soul4hdwn

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #540 on: July 20, 2010, 09:55:57 am »

yeah try to keep up to date even if it means checking if everything matches the version.
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Deon

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #541 on: July 20, 2010, 09:57:39 am »

I don't know how is it in vanilla, I use my own material values for a while already, but the last update plus some tweak to crossbows make really nice arrow physics. Armor is pierced but slows arrows enough not to be insta-kill for me.
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TheSummoner

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #542 on: July 20, 2010, 11:38:07 am »

Wait, bolts are unable to pierce cloth?  From what I've seen in Dwarf Mode and Arena mode bolts seem to regularly pierce EVERYTHING now after that last update.  I've seen iron bolts bolts go through steel without even slowing down in arena, using vanilla crossbows and vanilla bolts.  And completely unskilled crossbow users tear apart goblins wearing both cave spider silk and iron armor in dwarf mode using only slightly more powerful crossbow variants.

Yer not using the old raws for crossbows and bolts are you?  The new penetration size of 2 (down from the old size of 100) seems to have turned bolts into tiny little sharp projectiles that only adamantine can protect against at all.

Wood and bone bolts.  Its reasonable that they wouldn't pierce armor... that they'd shatter when they hit a good shield or breastplate, but from the combat logs, a good number of them were bouncing off cloth.

I didn't have a metal industry set up and I assumed despite being nerfed, wood bolts would be enough to scare off a group of goblins if my Dwarves shot from the safety of my walls.  Instead, the goblins stood there for a couple of months while my dwarves threw toothpicks at them until they got bored and left.
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Rumrusher

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #543 on: July 20, 2010, 10:32:56 pm »

I was wondering can a rock be fitted with a dust attack, if not then to make a rock freeze water?
I know a creature can do the same but I found out vermin don't produce heat.
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Shade-o

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #544 on: July 21, 2010, 12:20:08 am »

I'm considering an Ant Nest mod.

The whole thing would be tiny in the real world; a 16x16 would be comparable to a couple of dwarf-scale tiles at most. The entire world would be the sheltered courtyard of some Dwarf Fortress. Differing climates would be a result of sunlight levels caused by shade-bearing constructions. An ocean would be a pond. Mountains would be dirt patches. The desert is the result of someone spilling his 90% proof drink.

Using castes, only the Queen would be able to reproduce, with various smaller castes with abilities like thicker armour, acid-poison bites, extra-strong mandibles, and so forth. Of course the most common ants would be very weak. Using mandibles and limbs as weapons or graspers, ants could equip themselves with improved exoskeleton plates made from various materials.

Food would be obtained by ants the same way as dwarves. Fungi would be grown underground, plants aboveground, and various animals raised for food. Milking would also occur. Fishing could grant things like mosquito larvae. Alcohol would be available from fermenting various food products. Tiny creatures such as mites would make a delicious snack, or maybe a beloved pet.

Crafting would be slightly different. Bone would be quite rare but valuable, often having to be dug up, but shells and chitin would be plentiful. Stonecrafting can use the grains you dig up, and the stalks of 'large' plants and fungi provide for woodworking. Fibres from plants and silk from huge, unruly cave spiders provide for weaving. Behold as your jewelcrafters work exquisite salt crystals and fossilised ant eggs! Gasp as glassmakers polish and shape tiny grains of sand into shining relics! Feel pride as blacksmiths work slivers of material into hard and durable tools, useful for trading or cracking open the carapaces of your enemies!

On top would be the 'trees', which would actually be the stems of small vegetation. Clovers, grasses, mushrooms, and so forth. These could be used for wood and construction, and possibly food, depending on the plant. The 'soil' layer would be a thin layer of dust and rotten vegetation over the ground. Under that would be varying amounts of diggable and undiggable 'stone'. 'Boulders' would be large grains of sand or dirt, or very soft stone, usable in construction and crafting. Large and small clusters and veins, possible even layers of undiggable material would represent actual pebbles and rocks and other un-antable problems. Your tunnels would gain irregular, organic forms due to the unavoidable obstacles. (unless you dug out below the rock, and collapsed it, then filled in around it...)

There may also be material that represents eggs, roots and other subterranean formations. Clack your mandibles with glee as you find a maggot that will feed your nest for months, or panic wildly as a tuber releases poison that makes your ants die by melting from the inside! Or, perhaps you will find a vein of bone, which can be chipped away and used for valuable crafts!

The caverns layer could represent underground air pockets, including things like worm-tunnels and buried nests. Further down, the magma sea represents that ancient nemesis, groundwater. Or, if you're feeling exceptionally cruel, imagine your ants embarked on the floor tile above a tunnel full of magma. Those poor Dwarves. The adamantine pillars? Those are actually flaking iron nails or bolts discarded by dwarves. Lost in battle, carelessness or deceit, these hardened elemental formations provide ants with a legendary material for fashioning armour, weapons or crafts from. The mythical land below the deeps is made of nothing but impenetrable stone blocks with bottomless gaps! The cold and lifeless world below is home to the most deadly and twisted creatures known to Ant-kind, as well as dwarves.

The mighty ant nest would face many enemies. Termites, fire ants, spiders and other feral and terrifying beasts would regularly assault your solid-dirt walls, eager to eat your baby ants and steal your fungus supplies. Ant-Legends speak of huge beasts of the sky-world such as the "Small Spider" and "Tiny Frog" which are small enough to fit in your tunnels, all the better to devour your colony. Strange beasts from below the topsoil defy description, each Ant-Explorer seemingly picking random attributes and applying them to the subject of their story. They also say that touching the iron relics will result in hordes of sub-soil monsters appearing, but that's about as likely as Cordyceps unilateralis-infested 'Zombie Ants' attacking your nest and infecting everyone! Haha, that would be silly!



All in all, I think an Ant Colony would be fun. The similarities between dwarf and ant are too many to list, and with only a few thematic changes we could see a whole new microscopic world that could be occurring in a Dwarf Fortress.

I also had an idea for Bizarro Fortress, where elves were made of fire, adamantine explodes and alcohol is poisonous.

Edit: Oh dear Ant-God. The ultimate enemy civ would be zombie fire ants supported by their fly overlords. The thought is chilling.
« Last Edit: July 21, 2010, 12:54:58 am by Shade-o »
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Orangebottle

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #545 on: July 23, 2010, 05:05:37 am »

[REACTION:TRANSMUTEWOOD]
[NAME:Transmute Stone into Highwood]
[BUILDING:TRANSMUTER:NONE]
[REAGENT:A:100:1:BOULDER:NO_SUBTYPE:INORGANIC:NONE]
[PRODUCT:100:1:WOOD:NO_SUBTYPE:PLANT_MAT:HIGHWOOD:WOOD]
[PRODUCT:75:1:WOOD:NO_SUBTYPE:PLANT_MAT:HIGHWOOD:WOOD]
[PRODUCT:50:1:WOOD:NO_SUBTYPE:PLANT_MAT:HIGHWOOD:WOOD]
[PRODUCT:25:1:WOOD:NO_SUBTYPE:PLANT_MAT:HIGHWOOD:WOOD]
[PRODUCT:1:1:WOOD:NO_SUBTYPE:PLANT_MAT:HIGHWOOD:WOOD]
[SKILL:CARPENTRY]

I'm trying to get this to work, it won't even show up on the menu for the shop. The reagent is supposed to be any stone.
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Deon

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #546 on: July 23, 2010, 05:42:43 am »

You have a wrong reagent line.

It should be
[REAGENT:A:1:BOULDER:NO_SUBTYPE:INORGANIC:NONE]
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Creamcorn

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #547 on: July 23, 2010, 01:20:56 pm »

Personally I think this topic should be divided into the separate types of modding classes by topic and not one big cluster of constant questions.

Anyway, I've been trying to revive the orc mod from previous versions. It's going fairly well but, one problem. The orcs are friendly to the dwarfs! Nothing seems to be working. Does anyone have any idea about what I've done wrong?
Code: [Select]
[ENTITY:RAIDING_PARTY]
 I might make them embarkable, maybe
[CREATURE:ORC]
 who has time to make a new language?
[TRANSLATION:GOBLIN]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_HAMMER_WAR]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_SWORD_2H]
[WEAPON:ITEM_WEAPON_CROSSBOW]
[AMMO:ITEM_AMMO_BOLTS]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[WEAPON:ITEM_WEAPON_MAUL]
[WEAPON:ITEM_WEAPON_AXE_GREAT]
[WEAPON:ITEM_WEAPON_FLAIL]
[WEAPON:ITEM_WEAPON_MORNINGSTAR]

most weapons are their more powerful version
[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[HELM:ITEM_HELM_HELM:COMMON]
[HELM:ITEM_HELM_CAP:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[SHOES:ITEM_SHOES_BOOTS_LOW:COMMON]
[SHOES:ITEM_SHOES_SANDAL:COMMON]
[SHOES:ITEM_SHOES_SOCKS:COMMON]
[PANTS:ITEM_PANTS_PANTS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[PANTS:ITEM_PANTS_LEGGINGS:COMMON]
[PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
[SHIELD:ITEM_SHIELD_SHIELD]
[SHIELD:ITEM_SHIELD_BUCKLER]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[CLOTHING]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:5]
[CURRENCY:GOLD:15]

you thing they'd be more violent with this sorta stuff...
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:REMAINING:EVIL]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:FLOWERY]
[CULL_SYMBOL:ALL:HOLY]
[CULL_SYMBOL:ALL:PEACE]
[CULL_SYMBOL:ALL:NEGATOR]
[CULL_SYMBOL:ALL:GOOD]

I'm going to try and add some more interesting animals for them
[STONE_PREF]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PET]
[USE_ANIMAL_PRODUCTS]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[ABUSE_BODIES]
[RELIGION:PANTHEON]
[RELIGION_SPHERE:WAR]
[RELIGION_SPHERE:DEATH]
[RELIGION_SPHERE:STRENGTH]
[SPHERE_ALIGNMENT:WAR:512]
[SPHERE_ALIGNMENT:STRENGTH:512]
[SPHERE_ALIGNMENT:HUNTING:312]
[SPHERE_ALIGNMENT:DEATH:512]
[SPHERE_ALIGNMENT:CHAOS:312]
[SPHERE_ALIGNMENT:MURDER:312]
[ART_FACET_MODIFIER:GOOD:0]
[ART_FACET_MODIFIER:EVIL:512]
[FRIENDLY_COLOR:0:0:1]

in previous versions, I found that these were large determiners if a civilization would be hostile to another.
[DEFAULT_SITE_TYPE:DARK_FORTRESS]
[LIKES_SITE:DARK_FORTRESS]
[TOLERATES_SITE:DARK_FORTRESS]
[START_BIOME:ANY_DESERT]
[BIOME_SUPPORT:ANY_DESERT:10]
[BIOME_SUPPORT:ANY_GRASSLAND:7]
[BIOME_SUPPORT:ANY_SHRUBLAND:5]
[BIOME_SUPPORT:ANY_SAVANNA:7]

hm... the whole wiki didn't exactly elaborate too much on this one.
[PROGRESS_TRIGGER_POPULATION:1]
[PROGRESS_TRIGGER_PRODUCTION:2]
[PROGRESS_TRIGGER_TRADE:1]
[SIEGER]
[AMBUSHER]

maybe this could set lower for more fun
[PROGRESS_TRIGGER_POP_SIEGE:2]
[PROGRESS_TRIGGER_PROD_SIEGE:2]
[PROGRESS_TRIGGER_TRADE_SIEGE:2]
[ACTIVE_SEASON:SPRING]
[ACTIVE_SEASON:SUMMER]
[ACTIVE_SEASON:AUTUMN]
[ACTIVE_SEASON:WINTER]
[MAX_STARTING_CIV_NUMBER:150]
[START_GROUP_NUMBER:20]
[MAX_POP_NUMBER:15000]
[MAX_SITE_POP_NUMBER:120]
[BEAST_HUNTER]
[SCOUT]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]

I'm not too sure on how much ethics determines a civilizations hostility. So to make sure, I mostly copied the kobolds and goblins ethics.
[ETHIC:KILL_ENTITY_MEMBER:ACCEPTABLE]
[ETHIC:KILL_NEUTRAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]
[ETHIC:TORTURE_ANIMALS:ACCEPTABLE]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:OATH_BREAKING:PERSONAL_MATTER]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:VANDALISM:PERSONAL_MATTER]
[ETHIC:TRESPASSING:PERSONAL_MATTER]
[ETHIC:THEFT:PERSONAL_MATTER]
[ETHIC:ASSAULT:PERSONAL_MATTER]
[ETHIC:SLAVERY:PERSONAL_MATTER]
[ETHIC:EAT_SAPIENT_OTHER:PERSONAL_MATTER]
[ETHIC:EAT_SAPIENT_KILL:PERSONAL_MATTER]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[VARIABLE_POSITIONS:ALL]

this whole making nobles is fun stuff! Though, I wonder at how you can make them more experienced in fighting. Damn shame I can't give the cheiftans multiple concubines.
[LAND_HOLDER_TRIGGER:1:70:10000:100000]
[POSITION:CHEIFTAN_GREAT]
[NAME:great cheiftan:great cheiftans]
[SITE]
[NUMBER:2]
[RULES_FROM_LOCATION]
[SUCCESSION:BY_POSITION]
[RESPONSIBILITY:ATTACK_ENEMIES]
[RESPONSIBILITY:RECIEVE_DIPLOMATS]
[RESPONSIBILITY:TRADE]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:MILITARY_GOALS]
[RESPONSIBILITY:MILITARY_STRATEGY]
[PRECEDENCE:1]
[LAND_NAME:mother tribe]
[SQUAD:5:master raider:master raiders]
[LAND_HOLDER:1]
[MANDATE_MAX:3]
[DEMAND_MAX:1]
[FLASHES]
[PUNISHMENT_EXEMPTION]
[CONQUERED_SITE]
[ELECTED]
[DUTY_BOUND]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[KILL_QUEST]
[COLOR:5:0:1]
[POSITION:CHEIFTAN]
[NAME:cheiftan:cheiftans]
[SITE]
[NUMBER:8]
[RULES_FROM_LOCATION]
[SUCCESSION:BY_POSITION]
[RESPONSIBILITY:ATTACK_ENEMIES]
[RESPONSIBILITY:EXECUTIONS]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECIEVE_DIPLOMATS]
[RESPONSIBILITY:TRADE]
[RESPONSIBILITY:RELIGION]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:MILITARY_GOALS]
[RESPONSIBILITY:MILITARY_STRATEGY]
[COMMANDER:WARRIOR:ALL]
[PRECEDENCE:10]
[LAND_NAME:a tribe]
[FLASHES]
[PUNISHMENT_EXEMPTION]
[CONQUERED_SITE]
[ELECTED]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[KILL_QUEST]
[COLOR:4:0:1]
[POSITION:WARRIOR]
[NAME:warrior:warriors]
[SITE]
[NUMBER:AS_NEEDED]
[RESPONSIBILITY:ATTACK_ENEMIES]
[RESPONSIBILITY:PATROL_TERRITORY]
[SQUAD:10:raider:raiders]
[PRECEDENCE:100]
[DO_NOT_CULL]
[VARIABLE_POSITIONS:ALL]

And in case anyone is interested in the creatures aspect, here you go.
Code: [Select]
[CREATURE:ORC]
[DESCRIPTION:A very large humanoid intelligent creature, they are known for their agressive tendencies. Their raiding parties are the bane of feldging civilizations.]
[NAME:orc:orcs:orcish]
[CASTE_NAME:orc:orcs:ocrish]
[CREATURE_TILE:9][COLOR:7:0:0]
[EVIL]
[INTELLIGENT][LIKES_FIGHTING]
[AMPHIBIOUS]
[SPEED:900]
[NOFEAR][NOPAIN][NOEXERT][NONAUSEA]
[CANOPENDOORS]
[CAN_LEARN][SLOW_LEARNER]
[PERSONALITY:ANGER:60:75:100]
[PERSONALITY:SYMPATHY:0:20:55]
[GRASSTRAMPLE:20]
[PREFSTRING:physical prowess]
[PREFSTRING:lack of compassion]
[PREFSTRING:agressive tendencies]
  [PHYS_ATT_RATES:STRENGTH:100:1800:2000:3000]
  [PHYS_ATT_RATES:AGILITY:50:1000:1500:2000]
  [PHYS_ATT_RATES:TOUGHNESS:1000:1800:2000:2050]
  [PHYS_ATT_RATES:ENDURANCE:1000:1800:2000:2500]
  [MENT_ATT_RATES:EMPATHY:50:100:150:200]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[BODY_SIZE:0:0:40000]
[BODY_SIZE:1:168:50000]
[BODY_SIZE:20:0:140000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:NECK]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[MAXAGE:25:30]
[LITTERSIZE:4:5]
[CHILD:7]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[EQUIPS]
[CANOPENDOORS]
[HOMEOTHERM:10067]
[SWIMS_INNATE][SWIM_SPEED:1000]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:TAN:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:eyes:PLURAL]
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"OH NO! That carp is gulping at me menacingly, even though it cannot really threaten me from here on land!  I KNOW! I'll dodge into the water, where I'll be safe!"

Deon

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #548 on: July 23, 2010, 01:30:15 pm »

Quote
who has time to make a new language?
Language generator does it in 1 second.

Quote
Anyway, I've been trying to revive the orc mod from previous versions. It's going fairly well but, one problem. The orcs are friendly to the dwarfs! Nothing seems to be working.
They have no BABYSNATCHER token. Add this and they will steal babies and fight dwarves.

Another solution is to remove CAN_SPEAK.
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Creamcorn

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #549 on: July 23, 2010, 01:48:58 pm »

Quote
who has time to make a new language?
Language generator does it in 1 second.

Quote
Anyway, I've been trying to revive the orc mod from previous versions. It's going fairly well but, one problem. The orcs are friendly to the dwarfs! Nothing seems to be working.
They have no BABYSNATCHER token. Add this and they will steal babies and fight dwarves.

Another solution is to remove CAN_SPEAK.

Hm... letsze, stealing babies sounds... well it could be fun. The number of births per orc is high, so I don't see any reason why napped children should out grow the civilization. The speak tag sounds like fun. I also planned on adding another two or maybe just one more orcish like civilization.

Tell me what you think
-Some sort of magical orc race in the sense, I was thinking they would live in either caves or forest retreats. They won't have the ability to grasp weapons but they would have devastating "magical" attacks.
-The other orcish civilization would be some sorta friendly one, just for the hell of it.
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"OH NO! That carp is gulping at me menacingly, even though it cannot really threaten me from here on land!  I KNOW! I'll dodge into the water, where I'll be safe!"

Deon

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #550 on: July 23, 2010, 01:50:55 pm »

Not-speaking orcs (you replace [INTELLIGENT] with [CAN_CIV][CAN_LEARN]) will attack you the first season they can, probably with the first caravan. And by that I mean SIEGE, a siege in your first/second year. That was the major feature of the ORC mod.
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Creamcorn

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #551 on: July 23, 2010, 02:20:57 pm »

Not-speaking orcs (you replace [INTELLIGENT] with [CAN_CIV][CAN_LEARN]) will attack you the first season they can, probably with the first caravan. And by that I mean SIEGE, a siege in your first/second year. That was the major feature of the ORC mod.

I can't really question that seeing as how you have that Genesis mod under your belt. If initial testing reveals this to be too boring, yeah I'll go with that.
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"OH NO! That carp is gulping at me menacingly, even though it cannot really threaten me from here on land!  I KNOW! I'll dodge into the water, where I'll be safe!"

SirHoneyBadger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #552 on: July 25, 2010, 04:07:02 am »

Hey, just letting everybody here know that I've been/am probably still, away from the Forums on personal family business. I'm still aroundish, more or less, but you should expect a delay in responses for atleast a while yet.

Very sorry, but life is what it is.
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For they would be your masters.

Greiger

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #553 on: July 25, 2010, 11:05:57 am »

Bah, lives.  What good are they?  Always getting in the way of the really important stuff. :D

---

I made a chocobo way back in 40D.  I just now got around to converting it to df2010.

Spoiler: raws (click to show/hide)
No problems yet.  Just figured this would be the best place to put it if anyone wants to use it.

I thought it was rather amusing however, that when I tested them for functionality in arena mode the first thing it did was this:
Quote
You attack Chocobo 1 but He jumps away!
Chocobo 1 charges at You from the side!
Chocobo 1 bites You in the head from the side, tearing the muscle, shattering the skull and bruising the brain!
An artery has been opened by the strike!
Chocobo 1 collides with You!
You are knocked over and tumble backward!
You have been struck down.

I think it took offense at me taking so long to convert it.

EDIT: And then it proceeded to kick the asses of 3 more unarmored humanoids without even taking a scratch before finally going down to a fully iron outfitted soldier.  And even the soldier woulda spent more than a few days in the hospital after.  Beaks are hardcore armor piercing death.


« Last Edit: July 25, 2010, 11:19:07 am by Greiger »
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Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
Quote
I don't need friends!! I've got knives!!!

Shukaro

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #554 on: July 25, 2010, 03:25:55 pm »

Quick question concerning autohotkey. Does anybody know if it's possible to have dwarf fortress accept clicks sent from autohotkey? If so, would you be so kind as to explain your magic?
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Urist McHauler Cancels Give Food: Patient Insane
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